
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 43 / 95% |
| Size | small |
| Lifes / Deaths | Killed by Bethinne the giant black ant at level 24 on the 5th Mirth 123rd year of Ascendancy at 14:39 6 / 1 |
Primary Stats
| Strength | 39 (base 20) |
| Dexterity | 67 (base 51) |
| Constitution | 21 (base 10) |
| Magic | 85 (base 61) |
| Willpower | 27 (base 11) |
| Cunning | 124 (base 61) |
Resources
| Life | 1071/1071 |
| Mana | 242/242 |
| Stamina | 286/286 |
| Positive | 156/156 |
| Healing Factor | 1.594804467222 |
| Regeneration | 5.1831145184714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 58.794161187114 |
| See Invisible | 67.794161187114 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 66 |
| Crit Chance | 48% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 66 |
| Crit Chance | 48% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Arcane | +64% |
| Cold | +49% |
| All | +14% |
| Lightning | +20% |
| Light | +40% |
| Temporal | +23% |
| Physical | +20% |
| Fire | +37% |
| Darkness | +86% |
Offense: Damage Penetration
| Acid | -15% |
| Light | -5% |
| Temporal | -5% |
| Darkness | +7% |
| Lightning | -5% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 42.494791988719 (35.65183292883%) |
| Defense | 65 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 53 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 22%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 51%( 75%) |
| Temporal | + 22%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 60%( 75%) |
| Fire | + 40%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 92% |
| Poison Resistance | 100% |
| Blind Resistance | 36% |
| Silence Resistance | 32% |
| Bleed Resistance | 20% |
| Disarm Resistance | 40% |
| Pinning Resistance | 92% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 886% 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. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 213 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1354% for 10 turns (207 total) and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Chant of Resistance |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| talent | Shielding |
| talent | Stone Skin |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
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. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 305. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed multi-hued wyrm scale. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +32% Confus- +32% Stun/Frz- +48% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Voreda'1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% acid +15% temporal Melee Ret 15 fire On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +7% fire Blind- +26% Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +10 See.Stealth +10 See.Invis +5 Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. The set is complete. While equipped: Stats +10 Cun dps ---------- Melee+ 40 darkness Dmg.mod +20% darkness ----- def ----- Armour +3 Fatigue +3% Dmg.red +30 all Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +30% Knockbk- +30% ---------- misc Light -1 Masteries +0.10 Cunning/Stealth Retch: Level 2.0 Pwr.cost 40 out of 80/80. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 28 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Daybore [power 416] (17 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +7 Str dps ---------- Acc +10 (+2 eff.) ----- def ----- Resists +6% nature +6% cold +12% mind +12% light Crit.chn- 15.00% Create a shield absorbing up to 574 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Stokesorrow'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +27 (+7 eff.) Dmg.mod +17% fire +9% temporal +5% all ----- def ----- Resists +9% temporal +28% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | voratun Goedalath Rock ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Cun +6 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +6% physical +18% light +9% all Res.pen +15% lightning Acc +20 (+5 eff.) Melee Ret 34 darkness ----- def ----- Armour +4 Defense +20 (+5 eff.) Resists +36% light +1% physical Spell.save +19 (+7 eff.) Die.at -60.00 life Heal.mod +50% ---------- misc Max.stam +38.00 Light +2 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
| Around neck | Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 26 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 27 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | Telos's Staff (Top Half) (143% power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 143% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+7 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
| Around waist | Shadowwill the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +17% lightning +9% temporal +9% acid Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Blind- +10% Cut- +20% A belt that goes around your waist. |
| In off hand | Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
| Cloak | shadow elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +12% darkness ----- def ----- Defense +3 (+1 eff.) Resists +18% darkness Phys.save +10 (+5 eff.) Mind.save +11 (+4 eff.) Stealth +19 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. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. The set is complete. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Abyssal Shroud: Level 2.0 Pwr.cost 40 out of 80/80. Range 6 Travel.spd instantaneous Is a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 43.00 darkness damage each turn, reduces light radius by 2, and darkness resistance by 23% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
healing infusion of the duelist (heal 174; 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 174 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 of the sneak (speed 832%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 832% 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 43%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 43%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 724 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 317.34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, nature, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 darkness, 3 nature, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1002% over 10 turns; mana 50; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1002% for 10 turns (153 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 71; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 71 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 182; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 182 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 703; dur 4; 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 create a protective shield absorbing at most 703 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 267; dur 3; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 267 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 531; dur 7; 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 create a protective shield absorbing at most 531 damage for 7 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Beagen the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% mind Acc +5 (+1 eff.) ----- def ----- Fatigue -6% Resists +3% physical HP.reg +3.00 ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Amulets make your neck look great! |
Veluriba the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Mind.pwr +20 (+5 eff.) Acc +20 (+5 eff.) ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +2.00 Psi/ret +0.20 Amulets make your neck look great! |
gold amulet 'Galekiller'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +9% lightning Res.Cap +4% all Phys.save +19 (+10 eff.) ---------- misc Light +2 Amulets make your neck look great! |
gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun Amulets make your neck look great! |
grounding gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +10% lightning Stun/Frz- +31% Amulets make your neck look great! |
restful gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +5 Cun ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
wanderer's gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +3 Wil +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
warrior's gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
enraging stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Amulets make your neck look great! |
stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.33 Max.mana +34.00 Amulets make your neck look great! |
warrior's stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +9% physical Blind- +18% ---------- misc Stam/turn +0.50 Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
clarifying voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +16% mind Confus- +41% ---------- misc Mana/turn +0.49 Max.mana +48.00 Amulets make your neck look great! |
enraging voratun amulet of dexterity (+7)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Amulets make your neck look great! |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
mule's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +26.00 Disarm- +23% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
Elykira0.1 T3 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +9% temporal Res.pen +10% blight ----- def ----- Armour +12 Crit.chn- 15.00% ---------- misc Light +3 Rings make your fingers look great! |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 10 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 34 On Hit (Ranged): * 12% chance to reduce all saves and defense by 34 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
psionicist's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +26% ---------- misc Infravis +3 See.Stealth +7 See.Invis +10 Rings make your fingers look great! |
sneakthief's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +12% nature Acc +7 (+1 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
Daimigund the Flarewake0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+5 eff.) Dmg.mod +12% fire Res.pen +15% fire ----- def ----- Resists +5% physical Phys.save +23 (+12 eff.) Spell.save +16 (+6 eff.) Mind.save +15 (+5 eff.) Rings make your fingers look great! |
conjurer's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Acc +11 (+2 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
mule's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% acid ----- def ----- Fatigue -7% Resists +28% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
pixie's stralite ring of life0.1 T4 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +54.00 HP.reg +6.00 Heal.mod +15% Rings make your fingers look great! |
savior's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +10 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +14 (+5 eff.) Blind- +33% ---------- misc Infravis +4 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
sneakthief's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Heatsmash'0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +21% mind Res.pen +15% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +12% mind +6% fire Mind.save +14 (+5 eff.) Rings make your fingers look great! |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +68.00 HP.reg +5.00 Heal.mod +14% Rings make your fingers look great! |
stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +19% acid +15% fire +14% lightning +11% cold Rings make your fingers look great! |
treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +56.00 HP.reg +6.00 Heal.mod +14% Poison- +22% Disease- +19% Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 120.82 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 28 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +13 (+4 eff.) ----- def ----- Max.HP +67.00 HP.reg +20.00 Heal.mod +15% Rings make your fingers look great! |
solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +5.00 Heal.mod +17% Rings make your fingers look great! |
treant's voratun ring of frost (+14%)0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +17% cold ----- def ----- Resists +14% blight +34% cold +10% nature Poison- +21% Disease- +28% Rings make your fingers look great! |
voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +10% Acc +13 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Pitchenvy (138% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +32 (+8 eff.) Dmg.mod +31% lightning +12% darkness Res.pen +15% lightning Melee Ret 2 darkness ----- def ----- Resists +9% temporal ---------- misc Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)5.0 T5 staff 2H weapon [Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+9 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Blade of Distorted Time (150% power, 40 apr)3.0 T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Power 150% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 105 temporal damage and slows enemies in radius 6 of the target by 114% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 9 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 93% damage. Then teleport next to a second random enemy, attacking for 93% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Butcher (159% power, 12 apr)3.0 T5 longsword 1H weapon Reqs Str 40 [Unique] Master/Psionic Power 159% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.26 acid and 18.09 blight damage. If not cleared after five turns it will inflict 102.70 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
stargazer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +17% Spell.pwr +30 (+7 eff.) Dmg.mod +16% light +19% darkness ----- def ----- Resists +13% all ---------- misc Mana/turn +0.23 Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of the mind (+5%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +17% physical +17% mind +17% cold ----- def ----- Resists +5% lightning +9% cold +17% mind +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of darkness (+22%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +22% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +14 (+4 eff.) S.pwr/crit +3 Dmg.mod +22% light +5% darkness ----- def ----- Resists +15% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 214.11 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Hivon1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +11% physical Res.pen +5% mind +6% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +3% mind ---------- misc Equi/ret +0.16 Psi/ret +0.16 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 21 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
insulating hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Resists +7% fire +8% cold Stealth +6 ---------- misc T.Disarm +15 Infravis +4 A belt that goes around your waist. |
monstrous hardened leather belt of burglary1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +6 Lck dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +8 ---------- misc T.Disarm +13 Infravis +4 Size +1 A belt that goes around your waist. |
noble's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Against +19% Summoned ----- def ----- D.Red.from +29% Summoned Phys.save +7 (+4 eff.) A belt that goes around your waist. |
insulating drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +9 Mag +7 Wil dps ---------- Spell.crit +3% ----- def ----- Resists +9% fire +9% cold A belt that goes around your waist. |
monstrous drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) Mind.pwr +9 (+3 eff.) ----- def ----- Phys.save +9 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +8 Wil dps ---------- Against +41% Summoned ----- def ----- Resists +8% acid +7% fire +8% lightning +6% cold D.Red.from +20% Summoned A belt that goes around your waist. |
Vorelenn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +6% acid +3% darkness +6% mind Crit.chn- 5.00% Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil +3 Con dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +1 Wil +1 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Crit.mult +15.00% Acc +5 (+1 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Stealth +5 ---------- misc Max.mana +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 491.70 cold damage and condensing the air into freezing vapors that deal 163.90 cold damage (based on Magic) each turn for 10 turns. Uses 26 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
marshal's elven-silk cloak of Eldoral (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +3 Dex +1 Cun +3 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+6 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) Mind.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of the guardian (13 def, 8 armour)2.0 T5 cloak armor [Ego++] Master While equipped: dps ---------- Dmg.mod +14% darkness Res.pen +12% darkness ----- def ----- Armour +8 Defense +13 (+3 eff.) Resists +17% darkness Phys.save +18 (+9 eff.) Spell.save +15 (+5 eff.) Mind.save +17 (+6 eff.) Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +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. |
blightbringer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +7% blight Res.pen +10% darkness +15% temporal ----- def ----- Armour +3 Resists +14% darkness +12% temporal Disease- +28% Def/telep +15 Res/telep +13% Dur/telep +13% A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of strife (9 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +4 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +9 (+2 eff.) Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 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 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 ---------- misc Size +1 A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +34% Confus- +25% Stun/Frz- +28% ---------- misc Stam/turn +0.40 Max.stam +15.00 A pair of boots made of leather. |
Xanamira the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Mag +3 Con ----- def ----- Armour +4 Fatigue -2% Phys.save +7 (+4 eff.) ---------- misc Max.enc +28 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
fleetfooted pair of voratun boots of disengagement (12 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +11 Dex ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +4% Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Dex +8 Cun +3 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +17 (+9 eff.) Mind.save +23 (+8 eff.) Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 acid Dmg.mod +4% acid Acc +11 (+2 eff.) ----- def ----- Armour +2 Resists +6% acid Unarmed combat: Power 118% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +8.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanyna the Hailjam (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Cun +9 Dex dps ---------- Dmg.mod +6% blight Acc +9 (+2 eff.) Apr +14 Melee Ret 8 cold ----- def ----- Armour +3 Resists +12% lightning +7% physical +6% darkness Blind- +20% Cut- +20% Silence- +20% Unarmed combat: Power 130% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +14 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master/Psionic While equipped: Stats +4 Str +5 Dex +3 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 32 mind 37 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 34 ----- def ----- Armour +3 Phys.save +8 (+4 eff.) Mind.save -11 (-3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +17.0% Atk.spd 100% On Hit: 10% Reproach 5 On Hit: 10% Set Up 5 Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Brightbreaker' (0 def, 11 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Melee+ 17 darkness Dmg.mod +6% darkness Res.pen +25% light ----- def ----- Armour +11 Resists +9% darkness Die.at -40.00 life ---------- misc Stam/turn +3.00 Infravis +2 Unarmed combat: Power 132% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 20% Moonlight Ray 5 On Hit: * 7% chance to reduce damage dealt by 28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +10 Hardiness +7% Fatigue +3% Resists +6% physical Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Poressra the Galerace (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +8 Wil +3 Con dps ---------- Dmg.mod +18% lightning Melee Ret 4 lightning 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Fatigue +5% Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 133% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Xeronne' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +2% physical +12% blight +12% cold +18% nature Die.at -80.00 life Heal.mod +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
starseer's elven-silk wizard hat of the mind (+15%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +9% temporal +9% light +12% physical +15% mind +3% darkness ----- def ----- Defense +3 (+1 eff.) Resists +15% mind 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 1.0 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 5 accuracy). The wormholes will last 3 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. |
Islalrawyn the Heatwhisper (0 def, 10 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% blight +20% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Armour +10 Fatigue +5% Resists +6% blight +24% fire ---------- misc Infravis +4 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Decayed Visage (15 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +2 Dex +5 Mag +6 Wil +4 Con dps ---------- Spell.crit +1% Phys.pwr +10 (+3 eff.) Dmg.mod +13% blight +5% arcane Apr +4 Melee Ret 10 vim draining blight ----- def ----- Defense +15 (+4 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 22 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 28, 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. |
bladed dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% 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 165.5 Physical damage. If the attack hits, the target is confused (41% 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. |
insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
5 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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. |
5 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. |
6 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. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
5 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
155 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. |
44 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(79 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Earothel the Murkwrither1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +6 Resists +3% light Max.HP +42.00 Poison- +10% Disease- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +12 (+3 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +6 Infravis +4 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 28 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 53.12 cold damage and 42.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 198.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 198.16 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Venomraven' (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% Dmg.mod +7% nature +6% temporal On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +3% temporal +7% fire +7% darkness +27% nature Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.2 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 88.21 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe of delving (dig speed 23 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +5 Str +3 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 286.92 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 615.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
elm wand of lightning storm [power 110] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cracklesweep [power 212] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +6% lightning Phys.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +20% Confus- +20% Create a shield absorbing up to 292 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elven-wood wand of shielding [power 386] (17 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 532 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing dragonbone wand of conjuration [power 430] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 516 lightning damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Eri the Halfling Arcane Blade level 29
12nd Dusk 123rd year of Ascendancy at 15:24 see stats
Against all odds
Killed Ukruk in the ambush.By Eri the Halfling Arcane Blade level 29
4th Dusk 123rd year of Ascendancy at 00:50 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Eri the Halfling Arcane Blade level 28
1st Dusk 123rd year of Ascendancy at 09:15 see stats
Arachnophobia
Destroyed the spydric menace.By Eri the Halfling Arcane Blade level 34
51st Haze 123rd year of Ascendancy at 18:31 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Eri the Halfling Arcane Blade level 41
19th Regrowth 132nd year of Ascendancy at 15:20 see stats
Brave new world
Went to the Far East and took part in the war.By Eri the Halfling Arcane Blade level 33
6th Haze 123rd year of Ascendancy at 05:36 see stats
Clone War
Destroyed your own Shade.By Eri the Halfling Arcane Blade level 41
30th Regrowth 132nd year of Ascendancy at 11:40 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Eri the Halfling Arcane Blade level 9
3rd Allure 123rd year of Ascendancy at 00:28 see stats
Destroyer of the creation
Killed Slasul.By Eri the Halfling Arcane Blade level 34
60th Haze 123rd year of Ascendancy at 07:39 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Eri the Halfling Arcane Blade level 32
30th Dusk 123rd year of Ascendancy at 13:47 see stats
Exterminator
Killed 1000 creatures.By Eri the Halfling Arcane Blade level 18
75th Regrowth 123rd year of Ascendancy at 06:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eri the Halfling Arcane Blade level 24
63rd Pyre 123rd year of Ascendancy at 08:03 see stats
Fear me not!
Survived the Fearscape!By Eri the Halfling Arcane Blade level 21
40th Pyre 123rd year of Ascendancy at 21:32 see stats
Guiding Hand
Saved all escorted adventurers.By Eri the Halfling Arcane Blade level 31
26th Dusk 123rd year of Ascendancy at 16:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eri the Halfling Arcane Blade level 23
57th Pyre 123rd year of Ascendancy at 06:35 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Eri the Halfling Arcane Blade level 36
7th Allure 124th year of Ascendancy at 18:29 see stats
Level 10
Got a character to level 10.By Eri the Halfling Arcane Blade level 10
8th Allure 123rd year of Ascendancy at 06:26 see stats
Level 20
Got a character to level 20.By Eri the Halfling Arcane Blade level 20
27th Pyre 123rd year of Ascendancy at 04:33 see stats
Level 30
Got a character to level 30.By Eri the Halfling Arcane Blade level 30
16th Dusk 123rd year of Ascendancy at 11:19 see stats
Level 40
Got a character to level 40.By Eri the Halfling Arcane Blade level 40
1st Pyre 124th year of Ascendancy at 05:41 see stats
Poisonous
Sided with the assassin lord.By Eri the Halfling Arcane Blade level 18
72nd Regrowth 123rd year of Ascendancy at 20:37 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Eri the Halfling Arcane Blade level 27
9th Flare 123rd year of Ascendancy at 11:21 see stats
Size is everything
Did over 1500 damage in one attack.By Eri the Halfling Arcane Blade level 26
3rd Summertide 123rd year of Ascendancy at 09:31 see stats
Size matters
Did over 600 damage in one attack.By Eri the Halfling Arcane Blade level 16
60th Regrowth 123rd year of Ascendancy at 14:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Eri the Halfling Arcane Blade level 32
30th Dusk 123rd year of Ascendancy at 23:02 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Eri the Halfling Arcane Blade level 23
57th Pyre 123rd year of Ascendancy at 07:38 see stats
That was close
Killed your target while having only 1 life left.By Eri the Halfling Arcane Blade level 27
5th Flare 123rd year of Ascendancy at 05:53 see stats
The Arena
Unlocked Arena mode.By Eri the Halfling Arcane Blade level 10
8th Allure 123rd year of Ascendancy at 06:38 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eri the Halfling Arcane Blade level 19
18th Pyre 123rd year of Ascendancy at 21:05 see stats
The secret city
Discovered the truth about mages.By Eri the Halfling Arcane Blade level 11
23rd Regrowth 123rd year of Ascendancy at 18:16 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Eri the Halfling Arcane Blade level 36
3rd Allure 124th year of Ascendancy at 11:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Eri the Halfling Arcane Blade level 33
32nd Dusk 123rd year of Ascendancy at 02:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Eri the Halfling Arcane Blade level 19
17th Pyre 123rd year of Ascendancy at 00:46 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Eri the Halfling Arcane Blade level 28
3rd Dusk 123rd year of Ascendancy at 19:39 see stats
Log
Today is the 67th Regrowth of the 132nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
Today is the 68th Regrowth of the 132nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Today is the 69th Regrowth of the 132nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is a way to the next level here (press '' or right click to use).
There is a way to the previous level here (press '' or right click to use).
There is a way to the next level here (press '' or right click to use).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Ran for 4 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eri's spell attains critical power!
Thunderstorm hits Orc grand master assassin for 21 light, 35 darkness (57 total damage).
Eri receives 67 healing from Blood Splash.
Ran for 2 turns (stop reason: hostile spotted to the southwest (orc grand master assassin)).
The furious lightning storm around Eri calms down and disappears.




























































































































































































