Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 31 / 14% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 30 on the 72nd Regrowth 123rd year of Ascendancy at 14:40 / 2Killed by orc necromancer at level 31 on the 74th Regrowth 123rd year of Ascendancy at 17:49 |
Primary Stats
Strength | 62 (base 59) |
Dexterity | 19 (base 10) |
Constitution | 20 (base 10) |
Magic | 83 (base 60) |
Willpower | 17 (base 10) |
Cunning | 28 (base 10) |
Resources
Mana | 275/395 |
Life | -148/704 |
Positive | 70/140 |
Stamina | 208/208 |
Steam | 73/100 |
Healing Factor | 1.1370588855781 |
Regeneration | 2.5583824925507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 163 |
Accuracy | 46 |
Crit Chance | 34% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 46 |
Crit Chance | 33% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +61% |
Physical | +20% |
Blight | +3% |
Arcane | +6% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Light | +47% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 20 (80%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 6 |
Physical Save | 31 |
Spell Save | 27 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 41%( 70%) |
Acid | + 30%( 70%) |
Light | + 57%( 70%) |
Darkness | + 24%( 70%) |
Mind | + 28%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 49%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Knockback Resistance | 15% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 grave | active |
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 successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 20. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of squid ink. * You've found the needed bloated horror heart. | 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! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Salilena' (15 def, 1 armour) pair of rough leather boots 'Salilena' (15 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue -5% Resists +3% acid Phys.save +15 (+8 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Max.enc +20 A pair of boots made of leather. |
Light source | ethereal brass lantern ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Flashtrial (0 def, 1 armour) Flashtrial (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Dmg.mod +15% light +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +9% fire Mind.save +6 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
On hands | psychic's voratun gauntlets of spellstriking (0 def, 3 armour) psychic's voratun gauntlets of spellstriking (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 7 arcane 8 mind Dmg.mod +6% arcane +8% mind ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +6% mind Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | supercharged yew wand of shielding [power 380] (16/23 cooldown) supercharged yew wand of shielding [power 380] (16/23 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Obsidianwilter Obsidianwilter0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +8% Spell.pwr +10 (+2 eff.) Melee+ 24 light Ranged+ 22 light Dmg.mod +14% light Res.pen +25% darkness ----- def ----- Resists +12% fire ---------- misc Max.mana +80.00 Rings make your fingers look great! |
On fingers | psionicist's steel ring of luminosity psionicist's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Melee+ 12 light Ranged+ 11 light Dmg.mod +10% light ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | Bolbum's Big Knocker (64-77 power, 26 apr, physical element) Bolbum's Big Knocker (64-77 power, 26 apr, physical element) 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +26 Crit +16.0% Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.4 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Around waist | hardened leather belt 'Erihad' hardened leather belt 'Erihad' 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Defense +8 (+4 eff.) Resists +3% acid +6% fire +9% mind +6% lightning Mind.save +7 (+3 eff.) Proj.slow +20% Max.HP +60.00 Heal.mod +5% A belt that goes around your waist. |
In off hand | corrosive dwarven-steel steamsaw of the stars (20-29 power, 12 apr) corrosive dwarven-steel steamsaw of the stars (20-29 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +44 Uses 1.0 Steam When used to Attack: Melee+ +13 acid +12 light +15 darkness While equipped: Stats +3 Mag +7 Cun +3 Con dps ---------- Dmg.mod +12% light +11% darkness On Melee Ret: * 10% chance to reduce armor by 39% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% acid +10% light +11% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | murderer's cashmere cloak of fog (8 def, 0 armour) murderer's cashmere cloak of fog (8 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +8 (+4 eff.) Resists +24% lightning +13% fire +14% light Stealth +7 Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robes of Deflection (0 def, 11 armour) Robes of Deflection (0 def, 11 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +11 Hardiness +50% Fatigue +2% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Inventory
medical injector implant of the titan (efficiency 129% / cooldown 51%) medical injector implant of the titan (efficiency 129% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 13) steam generator implant of the wizard (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Dissipation ( ) 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. |
Rune of Reflection (--) 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 515 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 (218.00 temporal damage, removed from time 4 turns) Rune of the Rift (218.00 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 218.00 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. |
biting gale rune (damage 104; dur 4; cd 16) biting gale rune (damage 104; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 104.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 86; dur 4; cd 21) biting gale rune (damage 86; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 86.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 15; resist 25%; move 48%; dur 5; cd 17) ethereal rune (power 15; resist 25%; move 48%; dur 5; cd 17)0.1 rune scroll [Normal] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 48% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 947% over 10 turns; mana 47; cd 15) manasurge rune (regen 947% over 10 turns; mana 47; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 947% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 67; dur 6; cd 17) shielding rune (absorb 67; dur 6; cd 17)0.1 rune scroll [Normal] 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 67 damage for 6 turns. 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 psychic (absorb 169; dur 4; cd 18) shielding rune of the psychic (absorb 169; dur 4; 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 create a protective shield absorbing at most 169 damage for 4 turns. 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. |
shielding rune of the titan (absorb 157; dur 3; cd 15) shielding rune of the titan (absorb 157; dur 3; 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 create a protective shield absorbing at most 157 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
insulating gold amulet of murder insulating gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Resists +15% fire +10% cold Amulets make your neck look great! |
restful steel amulet of magic (+4) restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
stabilizing gold amulet of dexterity (+5) stabilizing gold amulet of dexterity (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +16% temporal Pinning- +24% Knockbk- +30% Amulets make your neck look great! |
stabilizing steel amulet of strength (+5) stabilizing steel amulet of strength (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +12% temporal Pinning- +28% Knockbk- +21% Amulets make your neck look great! |
starlit copper amulet of magic (+2) starlit copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
starseer's gold amulet of magic (+6) starseer's gold amulet of magic (+6)0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% light +6% temporal +5% darkness +5% physical Amulets make your neck look great! |
Flashumbra the copper ring Flashumbra the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% fire Res.pen +5% fire ----- def ----- Resists +25% fire ---------- misc Stam/turn +1.00 Max.stam +30.00 Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
copper ring of luminosity copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
mule's copper ring of clarity mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's steel ring of tenacity psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +23% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
savage's stralite ring of speed savage's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Mov.spd +14% Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Spell.save +14 (+7 eff.) ---------- misc Max.stam +25.00 Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 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 23% for 5 turns. Rings make your fingers look great! |
voratun ring 'Freezeparry' voratun ring 'Freezeparry'0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +11 Cun dps ---------- Melee+ 9 physical Ranged+ 21 physical Dmg.mod +6% mind +6% cold Res.pen +15% mind Acc +14 (+5 eff.) Apr +11 Melee Ret 8 cold On Hit (Melee): * 12% chance to reduce all saves and defense by 15 On Hit (Ranged): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +26 (+12 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 128% 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! |
warrior's steel ring of power warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
plaguebringer's dwarven-steel battleaxe of massacre (40-60 power, 2 apr) plaguebringer's dwarven-steel battleaxe of massacre (40-60 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 29 While equipped: ----- def ----- Disease- +27% Massive two-handed battleaxes. |
Tirakai's Maul (32-42 power, 6 apr) Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
balanced steel greatmaul of persecution (31-46 power, 2 apr) balanced steel greatmaul of persecution (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Massive two-handed mauls. |
flaming dwarven-steel greatmaul (40-61 power, 2 apr) flaming dwarven-steel greatmaul (40-61 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +14 fire Massive two-handed mauls. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
balanced stralite greatsword of crippling (48-77 power, 3 apr) balanced stralite greatsword of crippling (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +14 (+5 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +41% Massive two-handed swords. |
penetrating yew longbow of piercing penetrating yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +12% all +21% physical Acc +14 (+5 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
enhanced steel longsword (14-20 power, 3 apr) enhanced steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Sharp, long, and deadly. |
chilling dwarven-steel mace of torment (27-38 power, 4 apr) chilling dwarven-steel mace of torment (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +17 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
steel mace (13-18 power, 3 apr) steel mace (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
inquisitor's thorny mindstar (8-9 power, 24 apr, mind damage) inquisitor's thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit: * Deals 31 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic cured leather sling of cunning (+4) caustic cured leather sling of cunning (+4)4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +8 acid +11 nature While equipped: Stats +4 Cun dps ---------- Res.pen +10% acid +6% physical +10% nature Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Eclipse (18-22 power, 4 apr, darkness element) Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
bloodlich's yew magestaff of warding (20-24 power, 4 apr, arcane element) bloodlich's yew magestaff of warding (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +19.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +26.00 Max.N.En +27.00 Wards +2 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew starstaff (20-24 power, 4 apr, light element) bloodlich's yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Cun +2 Con dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +36.00 Max.N.En +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew starstaff of wizardry (20-24 power, 4 apr, darkness element) bloodlich's yew starstaff of wizardry (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +1 Wil +1 Cun +1 Con dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +16 (+4 eff.) Dmg.mod +20% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.mana +49.00 Max.vim +31.00 Max.N.En +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element) infernal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +29.00% Spell.pwr +29 (+7 eff.) Melee+ 23 fire Dmg.mod +25% temporal ---------- misc Mana/turn +0.22 See.Invis +12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of wizardry (30-36 power, 5 apr, light element) potent elven-wood starstaff of wizardry (30-36 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) Dmg.mod +30% light ---------- misc Max.mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of invocation (25-30 power, 5 apr, acid element) short elven-wood vilestaff of invocation (25-30 power, 5 apr, acid element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) S.pwr/crit +6 Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 88.35 to 106.02 acid damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
caustic steel steamgun caustic steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +15 acid +9 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% acid +11% nature Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing dwarven-steel steamsaw of cold resistance (+15%) (22-32 power, 0 apr) arcing dwarven-steel steamsaw of cold resistance (+15%) (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of crippling (14-21 power, 0 apr) steel steamsaw of crippling (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Nerokira the Cloudransom (14-19 power, 3 apr) Nerokira the Cloudransom (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 lightning +8 blight While equipped: Stats +5 Str dps ---------- Mind.crit +6% Spell.pwr +20 (+5 eff.) Mind.pwr +15 (+8 eff.) S.pwr/crit +6 Dmg.mod +9% physical Acc +13 (+4 eff.) ----- def ----- Resists +9% lightning One-handed war axes. |
dwarven-steel waraxe 'Glimmerdeath' (22-30 power, 4 apr) dwarven-steel waraxe 'Glimmerdeath' (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 mind On Hit.r1 +4 light +16 fire On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +3 Dex +3 Wil +3 Cun ----- def ----- Crit.chn- 15.00% ---------- misc Light +1 Infravis +1 See.Invis +9 One-handed war axes. |
enhanced stralite waraxe of massacre (38-54 power, 5 apr) enhanced stralite waraxe of massacre (38-54 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +6 Wil +3 Cun +7 Con One-handed war axes. |
truestriking dwarven-steel waraxe of corruption (18-24 power, 4 apr) truestriking dwarven-steel waraxe of corruption (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 3 While equipped: dps ---------- Res.pen +7% physical Acc +13 (+4 eff.) Apr +6 One-handed war axes. |
truestriking dwarven-steel waraxe of enduring (21-29 power, 4 apr) truestriking dwarven-steel waraxe of enduring (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +7 ----- def ----- Max.HP +39.00 One-handed war axes. |
Borildil the Scorchraze Borildil the Scorchraze1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% fire Melee Ret 4 acid 8 fire ----- def ----- Resists +12% acid +15% fire Anom.red +15 Max.HP +73.00 ---------- misc Max.mana +35.00 Max.stam +35.00 Max.hate +16.00 Max.psi +29.00 Max.vim +28.00 Max.P.En +31.00 Max.N.En +31.00 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's hardened leather belt of burglary noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +9 Cun +7 Lck dps ---------- Against +20% Summoned ----- def ----- D.Red.from +27% Summoned Stealth +7 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
skylord's rough leather belt skylord's rough leather belt1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +2 Dex +3 Wil +2 Cun ----- def ----- Phys.save +11 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) A belt that goes around your waist. |
Bleakterror the linen cloak (1 def, 0 armour) Bleakterror the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +3 On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chedan (16 def, 2 armour) Chedan (16 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +2 Defense +16 (+8 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
murderer's cashmere cloak of fog (8 def, 0 armour) murderer's cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Defense +8 (+4 eff.) Resists +13% light +10% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of darkness (+19%) (0 def, 0 armour) focusing cashmere robe of darkness (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +19% darkness +11% all ---------- misc Mana/turn +0.20 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour) silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% acid +9% physical +15% fire +14% cold ----- def ----- Resists +14% acid +13% physical +14% fire +13% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Oledil the pair of iron boots (0 def, 3 armour) Oledil the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Equi/ret +0.08 Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of evasion (4 def, 3 armour) stealthy pair of hardened leather boots of evasion (4 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +5 Lck +5 Dex ----- def ----- Armour +3 Defense +4 (+2 eff.) Stealth +5 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
stealthy pair of rough leather boots of speed (0 def, 1 armour) stealthy pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: Stats +5 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
alchemist's drakeskin leather gloves of magic (+2) (0 def, 3 armour) alchemist's drakeskin leather gloves of magic (+2) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +2 Wil dps ---------- Melee+ 5 acid 7 fire 8 cold 7 lightning Dmg.mod +6% arcane ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 5 cold 5 lightning ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets (0 def, 3 armour) brawler's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +14 (+7 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour) spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +11 (+3 eff.) ----- def ----- Armour +3 Phys.save +25 (+11 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Mana/turn +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour) spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +3 Resists +8% light +6% darkness ---------- misc Mana/turn +0.19 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 78.59 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 temporal Ranged+ 11 temporal Dmg.mod +3% arcane +6% temporal ----- def ----- Armour +2 Fatigue +3% Resists +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of strength (+2) (0 def, 1 armour) temporal iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.61 to 70.83 lightning damage (47.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Ragoblek the Sepsisbutcher (0 def, 3 armour) Ragoblek the Sepsisbutcher (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Crit.mult +10.00% Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Resists +14% darkness +9% nature Die.at -20.00 life ---------- misc Infravis +4 A cap made of leather. |
Roottrencher the iron helm (0 def, 3 armour) Roottrencher the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Dmg.mod +3% arcane +3% nature Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Spell.save +6 (+3 eff.) ---------- misc Max.mana +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap (0 def, 3 armour) bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 148.5 Physical damage. If the attack hits, the target is confused (30% 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 cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour) bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +9 Str +4 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 148.5 Physical damage. If the attack hits, the target is confused (30% 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 cap made of leather. |
cashmere wizard hat of arcana (2 def, 0 armour) cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Earthwither' (0 def, 3 armour) iron helm 'Earthwither' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +5% Resists +3% nature ---------- misc Vim/s.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Beresalach' (1 def, 0 armour) linen wizard hat 'Beresalach' (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +6% fire +5% nature +5% arcane Crit.chn- 15.00% Spell.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
miner's hardened leather hat of trickery (0 def, 6 armour) miner's hardened leather hat of trickery (0 def, 6 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
shielding cashmere wizard hat of balance (2 def, 0 armour) shielding cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Equi/ret +2.10 Psi/ret +1.20 Hate/ret +1.20 A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour) stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil +3 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
duelist's hardened leather armour of fire resistance (13 def, 9 armour) duelist's hardened leather armour of fire resistance (13 def, 9 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Cun +3 Dex ----- def ----- Armour +9 Defense +13 (+7 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
marauder's hardened leather armour of the void (14 def, 6 armour) marauder's hardened leather armour of the void (14 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex dps ---------- Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +6 Defense +14 (+7 eff.) Fatigue +8% Resists +10% darkness +15% temporal Phys.save +7 (+4 eff.) Def/telep +16 Res/telep +10% Dur/telep +16% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A suit of armour made of leather. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 27-32 power, 84.5 block) dwarven-steel shield of shrapnel (0 def, 6 armour, 27-32 power, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of the stars (0 def, 8 armour, 48-58 power, 134 block) stralite shield of the stars (0 def, 8 armour, 48-58 power, 134 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 Melee+ +16 light +10 darkness While equipped: Stats +4 Cun +9 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +8 Fatigue +8% Resists +10% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
8 agate 8 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. |
101 alchemist agate 101 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 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. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns) dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
8 spinel 8 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern 'Sunborn' brass lantern 'Sunborn'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% light +3% fire Crit.chn- 15.00% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet 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. |
ruby 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. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 466.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Bizzare Contraption 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. |
elm totem of stinging [power 110] (16/15 cooldown) elm totem of stinging [power 110] (16/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
supercharged ash wand of lightning storm [power 248] (16/19 cooldown) supercharged ash wand of lightning storm [power 248] (16/19 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz 5 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. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
11 zircon 11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Llaanat the Cornac Sun Paladin level 17
68th Haze 122nd year of Ascendancy at 11:58 see stats
By Llaanat the Cornac Sun Paladin level 7
73rd Dusk 122nd year of Ascendancy at 09:40 see stats
By Llaanat the Cornac Sun Paladin level 19
2nd Wintertide 123rd year of Ascendancy at 10:04 see stats
By Llaanat the Cornac Sun Paladin level 27
58th Regrowth 123rd year of Ascendancy at 08:53 see stats
By Llaanat the Cornac Sun Paladin level 25
28th Regrowth 123rd year of Ascendancy at 16:24 see stats
By Llaanat the Cornac Sun Paladin level 10
21st Haze 122nd year of Ascendancy at 02:44 see stats
By Llaanat the Cornac Sun Paladin level 20
2nd Allure 123rd year of Ascendancy at 01:00 see stats
By Llaanat the Cornac Sun Paladin level 30
72nd Regrowth 123rd year of Ascendancy at 14:18 see stats
By Llaanat the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 21:28 see stats
By Llaanat the Cornac Sun Paladin level 18
7th Decay 122nd year of Ascendancy at 09:58 see stats
By Llaanat the Cornac Sun Paladin level 18
70th Haze 122nd year of Ascendancy at 14:46 see stats
By Llaanat the Cornac Sun Paladin level 17
68th Haze 122nd year of Ascendancy at 11:58 see stats
By Llaanat the Cornac Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 04:17 see stats
By Llaanat the Cornac Sun Paladin level 10
22nd Haze 122nd year of Ascendancy at 20:17 see stats
By Llaanat the Cornac Sun Paladin level 19
1st Wintertide 123rd year of Ascendancy at 12:36 see stats
By Llaanat the Cornac Sun Paladin level 30
72nd Regrowth 123rd year of Ascendancy at 14:40 see stats
Log
The shield around Llaanat crumbles.
Orc necromancer calms down.
Orc necromancer stops surging mana.
Talent Sun Ray is ready to use.
Searing Sight hits Dread for 125 light damage.
Searing Sight hits Orc necromancer for 92 light damage.
Orc necromancer hits Llaanat for (52 absorbed), 55 darkness (55 total damage).
Lightburn from Llaanat hits Dread for 47 light damage.
Lightburn from Llaanat killed Dread!
Llaanat casts Healing Light.
Orc necromancer's River of Souls hits Llaanat for 115 darkness damage.
Llaanat receives 235 healing.
Llaanat loses sight!
The protective shield of Llaanat disappears.
Orc necromancer hits Llaanat for 97 darkness damage.
Llaanat uses Infusion: Wild.
Llaanat recovers sight.
Llaanat is cured!
Llaanat lessens the pain.
Llaanat casts Path of the Sun.
Llaanat casts Sun Ray.
You collect a new ingredient: orc heart (1).
Llaanat hits Orc necromancer for 244 light damage.
Llaanat casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Llaanat killed Orc necromancer!
Orc necromancer's River of Souls hits Llaanat for 103 darkness damage.
Llaanat the level 31 cornac sun paladin was darkened to death by an orc necromancer on level 8 of Dreadfell.