
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Godmode Merchant 1.7.6Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, give extra lives, set level, give gold, custom shop that sells (yellow/orange) Unique items and an option to imbue items, even uniques! (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Easy Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Temporal Warden |
| Level / Exp | 34 / 57% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 68 (base 44) |
| Dexterity | 100 (base 60) |
| Constitution | 69 (base 37) |
| Magic | 125 (base 60) |
| Willpower | 112 (base 60) |
| Cunning | 59 (base 23) |
Resources
| Life | 1120/1120 |
| Paradox | 380 |
| Equilibrium | 1240 |
| Vim | 177/177 |
| Healing Factor | 1.6727219866913 |
| Regeneration | 14.134500787542 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | -2.2204460492503E-14% |
| Movement | +30% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 8 |
| See Stealth | 121.48174554249 |
| See Invisible | 121.48174554249 |
Offense: Mainhand
| Damage | 173 |
| Accuracy | 71 |
| Crit Chance | 141% |
| APR | 29 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +49% |
| Lightning | +50% |
| Nature | +68% |
| Temporal | +84% |
| Blight | +51% |
| Arcane | +62% |
| Cold | +95% |
| All | +38% |
Offense: Damage Penetration
| Darkness | +35% |
| Temporal | +35% |
| All | +25% |
| Mind | +30% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 139 (73.607947236566%) |
| Defense | 120 |
| Ranged Defense | 120 |
| Fatigue | 0 |
| Physical Save | 78 |
| Spell Save | 79 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 53%( 70%) |
| Cold | + 70%( 70%) |
| All | + 49%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 53%( 70%) |
| Lightning | + 65%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 11% |
| Blind Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -647 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 647 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 160 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1100.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Technique / Archery - bows | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vim | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Blood | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Blood Fury |
| talent | Temporal Hounds |
| talent | Bone Shield |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 351. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of greater demon bile. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | amethyst feet (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Mov.spd +20% Dmg.mod +8% all +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | plaguebringer's quiver of elven-wood arrows of annihilation (23/23, 50-70 power, 29 apr)3.0 T4 arrow ammo [Ego++] Arcane/Master Power 50.0 - 70.0 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +29 Crit +11.5% Capacity 23 Proj.spd +200% Ranged+ +18 blight On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 29 Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern of clarity2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +11 See.Invis +11 Track: Puts all charms on 34 cooldown Level 6.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | emerald head (0 def, 6 armour)1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Phys.crit +3.0% Spell.crit +8% Mind.crit +3% Dmg.mod +13% blight +21% temporal +24% arcane +6% all Melee Ret 10 vim draining blight 2 temporal ----- def ----- Armour +6 Resists +6% blight +6% all ---------- misc Max.vim +25.00 Vimsense: Level 2.4 Pwr.cost 21 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 26, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| Tool | Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+0 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | topaz ring0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% lightning +22% cold +3% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Defense +4 (+0 eff.) Resists +24% lightning +44% cold Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | aquamarine ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +4 Cun +2 Con dps ---------- Melee+ 10 physical Ranged+ 14 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 34 On Hit (Ranged): * 12% chance to reduce all saves and defense by 34 ----- def ----- Armour +4 Resists +4% all Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around waist | emerald belt1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +9 Resists +7% acid +7% lightning +3% blight +7% fire +7% cold +9% all Spell.save +5 (+1 eff.) Mind.save +8 (+2 eff.) Max.HP +58.00 HP.reg +4.00 Heal.mod +15% Stun/Frz- +90% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | onyx longbow4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +6 Str +11 Dex +10 Mag +6 Wil +6 Cun +6 Con dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | topaz hands (4 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +7 Mag +4 Wil +4 Cun +4 Con dps ---------- Phys.crit +2.0% Spell.crit +5% Mind.crit +2% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% temporal +8% darkness +4% all Res.pen +10% darkness +10% temporal ----- def ----- Defense +4 (+0 eff.) Resists +8% darkness +8% temporal Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc N.En/turn +0.20 Light +8 Infravis +8 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | garnet cloth (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +11 Wil +6 Cun +6 Con dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +14% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature +18% all Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+1 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
| Cloak | lapis lazuli cloak (24 def, 24 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +10 Dex +5 Mag +5 Wil +5 Cun +7 Con ----- def ----- Armour +24 Defense +24 (+3 eff.) Resists +12% light +10% cold Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Max.HP +60.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ametrine amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Wil +4 Cun +4 Con dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Mov.spd +10% Dmg.mod +2% all Res.pen +5% mind ----- def ----- Armour +2 Fatigue -5% Resists +9% nature HP.reg +2.00 Blind- +20% Knockbk- +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 243; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 265; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 476%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 108; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enraging stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +7 (+2 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +6% physical ---------- misc Mana/turn +0.25 Max.mana +45.00 Amulets make your neck look great! |
gold amulet 'Glawe'0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +10 (+3 eff.) Dmg.mod +7% blight +11% fire +12% mind +9% temporal Res.pen +5% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 34 * 20% chance to reduce armor by 39% ----- def ----- Resists +3% acid +3% temporal Amulets make your neck look great! |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
starlit gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +13% darkness Heal.mod +15% Blind- +38% Cut- +50% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 360 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starseer's gold amulet of perfection (0.28 Chronomancy / Temporal Guardian,0.28 Chronomancy / Bow Threading)0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% light +6% temporal +4% darkness +5% physical ---------- misc Masteries +0.28 Chronomancy/Bow Threading +0.28 Chronomancy/Temporal Guardian Amulets make your neck look great! |
wanderer's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.60 Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
Aerekan0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +10% cold ----- def ----- Resists +9% lightning +20% cold +6% temporal +6% acid Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 42 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Pitchwreck0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +11% blight +6% nature +3% darkness On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +11% blight +6% darkness Spell.save +11 (+2 eff.) Max.HP +24.00 Disarm- +24% Pinning- +25% Knockbk- +22% ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +11 See.Invis +12 Rings make your fingers look great! |
marksman's steel ring of time (+13%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +13% temporal Acc +6 (+1 eff.) ----- def ----- Resists +13% temporal Rings make your fingers look great! |
mule's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Fatigue -6% Resists +11% physical ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Max.HP +24.00 Disarm- +20% Pinning- +30% Knockbk- +20% Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Mind.save +7 (+2 eff.) Confus- +22% Rings make your fingers look great! |
balanced dwarven-steel battleaxe of massacre (42-63 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 42.0 - 63.0 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +12 (+1 eff.) Disarm- +36% Massive two-handed battleaxes. |
steel battleaxe 'Silowyn' (17-26 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 17.0 - 25.5 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 blight +13 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +6% temporal Confus- +20% ---------- misc Max.psi +10.00 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of enduring (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 33.0 - 49.5 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +7 Wil dps ---------- Res.pen +14% physical Acc +14 (+3 eff.) Apr +9 ----- def ----- Max.HP +63.00 Massive two-handed battleaxes. |
Chargespire (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 29.5 - 38.4 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 blight +25 cold While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +20 (+5 eff.) Melee Ret 6 lightning ----- def ----- Defense +9 (+1 eff.) Resists +18% lightning Disarm- +27% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 193.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
aquamarine dagger (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Armour +4 Resists +10% blight +10% fire +4% all ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
caustic stralite dagger of crippling (32-41 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 31.5 - 41.0 Physical Uses 50% Dex, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 acid +10 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +9% acid +6% nature Apr +8 Sharp, short and deadly. |
dwarven-steel greatmaul of erosion (38-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature Power 38.5 - 57.8 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 nature Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 140% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
balanced stralite greatsword of massacre (62-99 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 62.0 - 99.2 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +12 (+1 eff.) Disarm- +28% Massive two-handed swords. |
chilling dwarven-steel greatsword of massacre (52-83 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 52.0 - 83.2 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 cold Massive two-handed swords. |
stormbringer's steel greatsword of erosion (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 26.0 - 41.6 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +13 lightning +26 cold While equipped: dps ---------- Mov.spd +32% Res.pen +12% lightning +13% cold Massive two-handed swords. |
stormbringer's stralite greatsword of phasing (45-72 power, 24 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Nature Power 45.0 - 72.0 Physical Uses 120% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +4.5% Atk.spd 100% Phasing +19% On Crit.r2 +35 lightning +45 cold While equipped: dps ---------- Mov.spd +39% Res.pen +21% lightning +19% cold Massive two-handed swords. |
Dawnquell4.0 T4 longbow 2H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +12 light +18 fire On Hit.r1 +16 acid While equipped: dps ---------- Dmg.mod +24% fire Res.pen +10% acid Melee Ret 10 light ----- def ----- Armour +6 Defense +20 (+3 eff.) ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
mighty elven-wood longbow of enduring4.0 T4 longbow 2H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +12 Wil +14 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 42 acid damage in a 4 radius ball. This damage will increase by 30% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Bethisekira (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: dps ---------- Phys.crit +11.0% Crit.mult +28.00% Res.pen +12% physical Acc +25 (+6 eff.) Apr +24 ----- def ----- Resists +9% nature Phys.save +6 (+1 eff.) Confus- +20% Teleport- +10% Sharp, long, and deadly. |
arcing dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, long, and deadly. |
elemental stralite longsword of rage (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 34.5 - 48.3 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 102 cold damage (1/turn) While equipped: Stats +9 Str dps ---------- Dmg.mod +10% physical +13% cold Res.pen +13% cold Acc +9 (+2 eff.) Sharp, long, and deadly. |
quick stralite longsword of projection (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 33.5 - 46.9 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +14 (+3 eff.) Sharp, long, and deadly. |
steel mace of amnesia (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Psionic Power 15.5 - 21.7 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
dreamer's thorny mindstar of life (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +11% mind Mind.save +2 (+0 eff.) Max.HP +17.00 HP.reg +0.60 ---------- misc Psi/turn +0.60 Max.psi +25.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 828 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
ash starstaff 'Umbrabile' (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight +15% temporal +9% darkness Res.pen +15% darkness Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ---------- misc Mana/turn +0.16 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of wizardry (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +23.00% Spell.pwr +16 (+4 eff.) Melee+ 18 fire Dmg.mod +20% blight ---------- misc Max.mana +34.00 See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Phys.save +9 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +11 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of illumination (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ----- def ----- Defense +8 (+1 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 120.31 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of illumination (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Defense +7 (+1 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 120.31 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ranger's steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Dex dps ---------- Res.pen +6% all Acc +8 (+2 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of enduring4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Con +9 Wil dps ---------- Acc +11 (+2 eff.) ----- def ----- Max.HP +10.00 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emorelravea the stralite waraxe (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 102 cold damage (1/turn) On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +25% cold Res.pen +15% cold +10% physical Acc +13 (+3 eff.) Apr +9 Melee Ret 2 physical ----- def ----- Defense +20 (+3 eff.) One-handed war axes. |
Turatosta (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 32.0 - 44.8 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 nature On Hit: * 18 arcane resource burn On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +10 (+1 eff.) Resists +3% blight +3% temporal Silence- +20% One-handed war axes. |
Cleanseknight1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature Melee Ret 2 blight On Hit (Melee): * 10% chance to slow global speed by 62% * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +9% blight Phys.save +6 (+1 eff.) Mind.save +7 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Byyamnir the Deepslace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +44% darkness +6% physical Res.pen +8% darkness +20% physical Apr +3 ----- def ----- Defense +2 (+0 eff.) Resists +16% darkness Stealth +7 Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 42 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
enveloping cashmere cloak of the Shaloren (7 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +7 (+1 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +7% darkness ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Stealth +7 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Tuligar' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +19% temporal +19% mind +14% arcane Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +8% lightning +8% light +10% fire +11% all +5% arcane +8% blight +8% cold +16% mind +8% darkness Phys.save +12 (+3 eff.) Spell.save +26 (+5 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +12% darkness +14% mind +11% all Phys.save +16 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +21 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of blight (+15%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Resists +15% blight +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +9% blight +13% all Max.HP +56.00 HP.reg +3.50 Heal.mod +10% Poison- +28% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beethel (4 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +3% blight +9% arcane ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue -6% Phys.save +10 (+2 eff.) ---------- misc Max.enc +22 Vim/s.crit +2.00 Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Blizzardsteel the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +8% cold Spell.save +12 (+3 eff.) Mind.save +15 (+4 eff.) Disarm- +20% Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dagalemas the pair of hardened leather boots (0 def, 8 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Wil +1 Cun +5 Con dps ---------- Dmg.mod +7% physical +3% arcane +12% mind Melee Ret 2 arcane 4 mind ----- def ----- Armour +8 Resists +8% acid +11% temporal +8% fire +8% cold +16% lightning ---------- misc Size +1 A pair of boots made of leather. |
Glana the Dazzlerupture (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +6% light +18% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +3 Resists +18% light ---------- misc Light +3 A pair of boots made of leather. |
pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +13% Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +28% Confus- +28% Stun/Frz- +38% Blindside: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +28% Confus- +26% Stun/Frz- +27% A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +3 Phys.save +16 (+3 eff.) Mind.save +12 (+3 eff.) A pair of boots made of leather. |
Koriduhir the Umbrafame (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Cun +4 Con dps ---------- Melee+ 8 fire Dmg.mod +9% darkness +6% fire Acc +7 (+1 eff.) Apr +10 Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +8% fire Phys.save +18 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+1 eff.) Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.6 Pwr.cost 17 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 168% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Korydunasus (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +9 Str dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +3 Resists +12% blight +2% physical +5% arcane Phys.save +20 (+4 eff.) Mind.save +8 (+2 eff.) Disarm- +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Viperwill (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Melee+ 13 darkness Dmg.mod +6% blight +8% darkness +12% nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +6% nature Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 6 acid 3 fire 5 cold 4 lightning ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 9 fire Dmg.mod +7% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand drakeskin leather gloves of strength (+3) (0 def, 9 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 33 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +17 (+4 eff.) HP.reg +3.70 ---------- misc Stam/turn +0.70 Psi/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +3 Resists +8% darkness ---------- misc Mana/turn +0.34 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.4 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +12 (+3 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.6 Pwr.cost 17 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 168% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Prismkill the hardened leather cap (10 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Res.pen +25% light ----- def ----- Armour +3 Defense +10 (+1 eff.) Fatigue +3% Resists +16% mind +6% light Mind.save +22 (+5 eff.) Die.at -20.00 life Confus- +35% ---------- misc Stam/turn +3.00 Light +2 A cap made of leather. |
Thunderstone (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning +24% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +6% temporal ---------- misc Equi/ret +1.20 Psi/ret +1.60 Hate/ret +1.60 A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.5 Pwr.cost 13 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +2.30 A pointy cloth hat, very wizardly... |
ametrine head (16 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all ----- def ----- Defense +16 (+2 eff.) Resists +5% fire +6% nature +5% cold HP.reg +2.00 Stun/Frz- +20% A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +11% cold ---------- misc Breathe water Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 308.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
insulating dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +5 Dex ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+3 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 308.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Porawyn' (0 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +13 Fatigue +5% Resists +15% lightning +25% darkness +5% arcane Die.at -80.00 life Blind- +20% Silence- +20% ---------- misc Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nanne (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +25 (+7 eff.) Dmg.mod +6% acid Res.pen +10% mind Apr +1 ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +6% mind Phys.save +12 (+3 eff.) HP.reg +3.80 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Coaloblivion the voratun mail armour (5 def, 15 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +6% Phys.pwr +17 (+5 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +22 (+6 eff.) Dmg.mod +9% darkness Res.pen +10% lightning Melee Ret 2 darkness ----- def ----- Armour +15 Defense +5 (+0 eff.) Fatigue +6% Resists +28% acid +15% darkness +15% lightning Phys.save +9 (+2 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Eclipsegore' (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee Ret 10 darkness ----- def ----- Armour +14 Defense +3 (+0 eff.) Fatigue +5% Phys.save +9 (+2 eff.) ---------- misc Mana/s.crit +2.00 Infravis +3 See.Invis +6 A suit of armour made of mail. |
dwarven-steel mail armour 'Scaldparry' (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% acid +9% fire Melee Ret 6 fire ----- def ----- Armour +15 Defense +3 (+0 eff.) Fatigue +6% Resists +20% blight +15% acid +15% darkness +17% lightning Phys.save +5 (+1 eff.) ---------- misc Light +1 A suit of armour made of mail. |
enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +6% arcane Spell.save +13 (+3 eff.) Mind.save +10 (+2 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of Eyal (3 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +19 Defense +3 (+0 eff.) Fatigue +12% Max.HP +27.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of command (10 def, 20 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +20 Defense +10 (+1 eff.) Fatigue +12% Mind.save +12 (+3 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+0 eff.) Fatigue +12% Resists +7% physical Phys.save +12 (+3 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +14% blight +15% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +16% blight +16% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +18% nature +10% blight D.Red.from +9% Unnatural HP.reg +2.90 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
stralite mail armour of implacability (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +4 (+0 eff.) Fatigue +8% Phys.save +5 (+1 eff.) A suit of armour made of mail. |
Magmabrace the cured leather armour (6 def, 8 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +25% fire ----- def ----- Armour +8 Defense +6 (+1 eff.) Fatigue +7% Resists +18% acid +30% lightning ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+0 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+4 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.4 Pwr.cost 17 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 103.77 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +12% light +13% darkness +6% arcane Spell.save +15 (+3 eff.) A suit of armour made of leather. |
prismatic reinforced leather armour of spell shielding (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +12 (+1 eff.) Fatigue +8% Resists +7% arcane +12% light +14% darkness Spell.save +10 (+2 eff.) A suit of armour made of leather. |
radiant reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +12 (+1 eff.) Fatigue +8% Resists +15% blight +22% darkness ---------- misc Light +1 A suit of armour made of leather. |
enlightening dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Resists +21% cold Mind.save +15 (+4 eff.) A suit of armour made of metal plates. |
crackling iron shield of lightning resistance (+28%) (0 def, 2 armour, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +8% Resists +28% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
crackling stralite shield of cold resistance (+11%) (0 def, 8 armour, 135.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 13 lightning ----- def ----- Armour +8 Fatigue +8% Resists +11% lightning +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Neryldamira (21/21, 32-45 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 32.0 - 44.8 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Proj.spd +200% Phasing +30% Ranged+ +32 lightning +20 physical On Hit.r1 +20 physical On Crit.r2 +15 lightning While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of wind (19/19, 54-76 power, 14 apr)3.0 T4 arrow ammo [Ego+] Nature/Master Power 54.5 - 76.3 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +19.5% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 155 physical damage On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of accuracy (16/16, 44-62 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 44.5 - 62.3 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +10 Crit +17.0% Capacity 16 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of wind (20/20, 47-66 power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature/Master Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 155 physical damage On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
78 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +25.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 215.61 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
barbed pouch of dwarven-steel shots of crippling (22/22, 44-52 power, 3 apr)3.0 T3 shot ammo [Ego++] Master Power 43.5 - 52.2 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +23.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of crippling (15/15, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 34.5 - 41.4 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
storming pouch of stralite shots (18/20, 42-51 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 42.5 - 51.0 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +18 lightning On Crit.r2 +8 lightning Shots are used with slings to pummel your foes to death. |
extending dwarven-steel torque of mindblast [power 200] (13 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 276 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of summon tentacle 'Eiliniselrassra' [power 390] (21 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +9% temporal Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 838 Base Damage: 403 Armor: 0 All Resist: 2 Puts all charms on 21 cooldown 100% to heal for 69. 100% to increase all damage by 16% for 2 turns. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing ash wand of shielding [power 176] (17 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of shielding [power 380] (17 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 60. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Spacetime feels more stable.
Talent Fold Warp is ready to use.
Talent Fold Gravity is ready to use.
Resting starts...
Master Clay retunes the fabric of spacetime.
Weakness Disease from Cyrybeth the dredgling hits Temporal hound for 29 blight damage.
Talent Thread the Needle is ready to use.
Weakness Disease from Cyrybeth the dredgling hits Temporal hound for 29 blight damage.
Talent Seal Fate is ready to use.
Talent Bone Spear is ready to use.
Temporal hound is free from the weakness disease.
Master Clay stops weaving fate.
Master Clay stops spinning fate.
The fabric of time around Master Clay stabilizes to normal.
The powerful time-altering energies generate a restoration field on Master Clay.
Talent Fold Fate is ready to use.
Master Clay regains balance.
Talent Time Shield is ready to use.
Talent Singularity Arrow is ready to use.
Master Clay is no longer surging arcane power.
The fabric of time around Master Clay returns to normal.
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Today is the 62nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 4 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.








































































































































































































