












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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. FlexSpec Respec Limitation Relaxer 1.5.5Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 50 / 3236% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 89 (base 60) |
Constitution | 88 (base 60) |
Magic | 121 (base 60) |
Willpower | 116 (base 60) |
Cunning | 94 (base 60) |
Resources
Mana | 655/758 |
Life | 3290/3290 |
Paradox | 310 |
Soul | 69/70 |
Equilibrium | 20 |
Vim | 346/346 |
Positive | 177/177 |
Stamina | 577/577 |
Steam | 83/132 |
Healing Factor | 1.4538787563804 |
Regeneration | 23.217657823105 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +144.5% |
Vision
Sight | 10 |
Lite | 69.439594576085 |
Infravision | 46 |
See Stealth | 442.72731447185 |
See Invisible | 727.96585204561 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 195 |
Accuracy | 100 |
Crit Chance | 212% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 100 |
Crit Chance | 212% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 155 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +84% |
Blight | +45% |
Arcane | +35% |
Cold | +194% |
All | +2% |
Physical | +41% |
Lightning | +32% |
Light | +311% |
Temporal | +23% |
Mind | +46% |
Darkness | +132% |
Fire | +336% |
Nature | +63% |
Offense: Damage Penetration
Cold | +189% |
Lightning | +45% |
Nature | +65% |
Darkness | +164% |
Blight | +60% |
Physical | +35% |
Fire | +75% |
All | +25% |
Defense: Base
Armour (hardiness) | 152.72307323196 (100%) |
Defense | 148 |
Ranged Defense | 148 |
Fatigue | 0 |
Physical Save | 150 |
Spell Save | 215 |
Mental Save | 151 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 62%( 70%) |
Cold | + 70%( 70%) |
All | + 55%( 70%) |
Physical | + 62%( 70%) |
Lightning | + 70%( 70%) |
Light | + 69%( 70%) |
Temporal | + 65%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 178 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 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 140 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. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 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 27 up to 6 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 34 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. |
Class Talents
Spell / Glacial waste | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Age of dusk | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Rime wraith | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eradication | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Death | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 40.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 30.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Eternal Night |
talent | Suffer For Me |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Erupting Shadows |
talent | Elemental Harmony |
talent | Premonition |
talent | Contingency |
talent | Hiemal Shield |
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Grim Shadow |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Aura of Undeath |
talent | Reaping |
talent | Utterly Destroyed |
talent | Discarded Refuse |
talent | Secrets of the Eternals |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | 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 gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 fire 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. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3416. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +5 Mag +13 Wil offense ------ Spell Crit +10% Critical power +30.00% Damage +21% arcane Ignore resists +39% darkness +39% cold Ignore Shields +46% defense ------ Armor +5 Resistance +12% blight Physical save +15 (+2 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +1.30 Mana-on-crit +3.09 Max stamina +40.00 A pair of boots made of leather. |
Quiver | ![]() 0.0 Encumbrance 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. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Critical power +20.20% Damage +18% acid +25% darkness Ignore Armor +5 defense ------ Armor +12 Resistance +7% physical Life +72.00 other ------- Infravision +10 See Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +10 Mag offense ------ Critical power +31.81% Spellpower +40 (+5 eff.) Spellpower/crit +16 Damage +20% acid +12% arcane defense ------ Defense +51 (+6 eff.) Resistance +30% acid +32% light +15% mind Silence Resist +50% Out-of-Phase Defense +24 Out-of-Phase Resistance +24% Out-of-Phase Resilience +24% other ------- Mana-on-crit +3.18 A pointy cloth hat, very wizardly... This object's appearance was changed to Crown of Burning Pain. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +11 Wil +13 Mag offense ------ Spell Crit +13% Critical power +32.12% Spellpower +25 (+4 eff.) On-Hit 10 mind Damage +11% mind +21% temporal Ignore resists +40% darkness When Hit 12 arcane defense ------ Armor +3 Fatigue +5% Resistance +10% mind Disarm Resist +100% other ------- Mana-on-crit +3.21 Max mana +100.00 Talents +5 Iron Grip Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +15 mind On Hit: 20% Psychic Lobotomy 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +13 Cun +4 Mag offense ------ Critical power +32.12% Mindpower +40 (+7 eff.) Ignore resists +35% blight Ignore Shields +48% When Hit 14 light defense ------ Mind save +27 (+4 eff.) Out-of-Phase Defense +24 Out-of-Phase Resistance +24% Out-of-Phase Resilience +24% other ------- Mana-on-crit +3.21 Max mana +80.00 Max vim +50.00 Sting an enemy dealing 815 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 1 turn cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Critical power +32.00% Damage +18% mind +39% physical Ignore resists +35% fire Accuracy +45 (+8 eff.) Ignore Armor +6 defense ------ Resistance +18% mind +15% cold Unlife -128.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +7 Str +5 Dex offense ------ Physical Crit +12.2% Critical power +50.00% Spellpower +25 (+4 eff.) Spellpower/crit +12 Damage +19% acid +15% mind +18% blight Accuracy +20 (+4 eff.) defense ------ Resistance +38% acid Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil +9 Con offense ------ Critical power +32.12% Damage +24% cold Ignore resists +35% cold +15% fire When Hit 16 fire On-Hit (Melee): * 32% chance to reduce damage dealt by 42% * 32% chance to reduce all saves and defense by 52 defense ------ Resistance +15% darkness +9% fire other ------- Hate-on-crit +8.03 Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * flashes light on your target dealing 153 damage While equipped: offense ------ Physical Crit +8.0% Spell Crit +21% Critical power +54.00% Physical Power +12 (+2 eff.) Spellpower +24 (+3 eff.) Damage +30% cold Ignore resists +10% physical Accuracy +12 (+2 eff.) Ignore Armor +2 defense ------ Defense +15 (+2 eff.) Unlife -40.00 life other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 1 turn cooldown Effective talent level: 2.5 Power cost 1 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 1128.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Eclipse. |
Around waist | ![]() |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On Hit: * Create an explosion dealing 203 cold damage (1/turn) * flashes light on your target dealing 153 damage Uses 1.0 Steam While equipped: Stats +4 Wil offense ------ Critical power +15.00% Spellpower +44 (+6 eff.) Damage +30% cold Ignore resists +30% cold On-Hit (Melee): * 30% chance to reduce strength, dexterity, and constitution by 52 defense ------ Armor +6 Defense +30 (+4 eff.) Fatigue +12% Resistance +21% temporal +7% arcane +22% mind Life Regen +5.92 Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Light +4 Talents +3 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! This object's appearance was changed to Champion's Will. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +10 Dex +6 Con offense ------ Physical Crit +5.0% Critical power +29.87% Physical Power +5 (+1 eff.) Accuracy +25 (+4 eff.) When Hit 14 temporal defense ------ Defense +3 (+0 eff.) Fatigue -7% Resistance +7% arcane +30% lightning Crit Resistance 22.40% Stun Resist +50% other ------- Max stamina +44.80 Infravision +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Rare] Master While equipped: Stats +10 Str +10 Dex +19 Mag +10 Wil +10 Cun +10 Con offense ------ Critical power +29.87% Physical Power +45 (+7 eff.) Damage +24% darkness +27% cold Accuracy +35 (+6 eff.) When Hit 10 darkness defense ------ Armor +13 Defense +30 (+4 eff.) Fatigue +22% Resistance +9% physical Physical save +18 (+3 eff.) other ------- Stamina/turn +4.48 A suit of armour made of metal plates. This object's appearance was changed to Firewalker. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.2 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +14 Lck +6 Str offense ------ Accuracy +14 (+3 eff.) defense ------ Defense +41 (+5 eff.) Resistance +27% lightning +12% temporal Resist unseen 14% Unlife -92.26 life Life +115.33 Healmod +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Lck offense ------ Accuracy +18 (+3 eff.) When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 52 defense ------ Defense +14 (+2 eff.) Resistance +24% temporal Physical save +21 (+3 eff.) Spell save +24 (+2 eff.) Mind save +23 (+3 eff.) Resist unseen 17% Unlife -40.00 life Cut Resist +20% Disarm Resist +20% Confus Resist +10% Pinning Resist +38% Knockbk Resist +50% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 2 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 1 out of 35/35. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 606 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +29.87% Spellpower/crit +8 Damage +36% mind Ignore resists +25% mind +25% temporal On-Hit (Melee): * 30% chance to reduce all saves and defense by 52 * 30% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% temporal other ------- Masteries +0.34 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ Damage +3% mind defense ------ Resistance +9% lightning +12% acid Crit Resistance 15.00% Physical save +12 (+2 eff.) Life +37.00 Life Regen +3.00 other ------- Infravision +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+2 eff.) Spell save +15 (+1 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+2 eff.) Spell save +15 (+1 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+2 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+3 eff.) Mind save +18 (+3 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 1 out of 48/48. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Release a powerful shout, doing 594.27 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Dex +4 Wil +6 Cun +11 Con offense ------ Critical power +14.00% Spellpower +10 (+2 eff.) Mindpower +10 (+2 eff.) Move Speed +10% Damage +12% blight +13% fire +12% mind defense ------ Fatigue -9% Physical save +16 (+2 eff.) Life +61.00 Life Regen +14.00 other ------- Stamina/turn +0.90 Hate-on-crit +3.00 Max psi +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +42% lightning +18% cold +30% acid When Hit 12 acid 14 lightning On-Hit (Melee): * 30% chance to reduce armor by 63% defense ------ Fatigue -8% Resistance +7% arcane +18% cold Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +10% Damage +20% all Ignore resists +10% all Accuracy +10 (+2 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+5 eff.) Confus Resist -100% A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 1 out of 36/36. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (255). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 105.0 Power cost 2 out of 60/60. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 325 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 34 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. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Mind Crit +2% Mindpower +30 (+5 eff.) Ignore resists +20% arcane +20% mind When Hit 10 arcane defense ------ Physical save +19 (+3 eff.) Spell save +18 (+1 eff.) Mind save +28 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +15.00% Mindpower +25 (+5 eff.) Ignore resists +25% cold defense ------ Resistance +18% cold Mind save +18 (+3 eff.) other ------- Hate-on-crit +5.00 Masteries +0.21 Spell/Master of flesh Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str offense ------ Damage +27% nature +6% light Ignore resists +20% nature On-Hit (Melee): * 20% chance to slow global speed by 83% defense ------ Resistance +12% light +15% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun offense ------ Mind Crit +7% Critical power +20.00% On-Hit 9 light 9 darkness Damage +9% light +7% darkness Ignore resists +15% cold When Hit 10 cold When Hit: * 9% chance to blind * 9% chance to reduce damage dealt by 42% defense ------ Resistance +12% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +20.00% Accuracy +10 (+2 eff.) Ignore Armor +20 defense ------ Physical save +25 (+4 eff.) Spell save +25 (+2 eff.) Mind save +25 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +20 Dex offense ------ Damage +18% lightning Accuracy +35 (+6 eff.) When Hit 4 darkness defense ------ Resistance +36% lightning +2% physical +6% temporal +9% nature +9% acid +6% mind +8% arcane Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +7 Wil offense ------ Critical power +20.00% Physical Power +9 (+1 eff.) Spellpower +9 (+2 eff.) Mindpower +9 (+2 eff.) Damage +12% arcane Ignore resists +25% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +13 Cun +12 Dex offense ------ Mind Crit +8% Damage +24% mind Ignore resists +40% darkness +40% mind Accuracy +14 (+3 eff.) defense ------ Armor +16 Resistance +15% light other ------- Psi when Hit +0.20 Light +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +62% lightning +18% nature +15% acid Ignore resists +30% lightning When Hit 8 cold On-Hit (Melee): * 32% chance to slow global speed by 83% defense ------ Resistance +55% lightning +30% cold +24% nature +21% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% acid Ignore resists +25% acid +25% fire Accuracy +12 (+2 eff.) Ignore Armor +13 When Hit 4 cold defense ------ Defense +12 (+1 eff.) Resistance +21% fire Disengage: Puts all charms on 1 turn cooldown Effective talent level: 3.5 Power cost 1 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+3 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 1 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+2 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 2 out of 50/50. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Mind Crit +2% Critical power +20.00% Spellpower/crit +6 Damage +15% acid defense ------ Resistance +6% acid Blind Resist +32% other ------- Max psi +50.00 Max vim +40.00 Infravision +5 See Stealth +9 See Invis +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +20.00% Damage +15% fire When Hit 10 fire defense ------ Defense +30 (+4 eff.) Crit Resistance 15.00% Mind save +9 (+1 eff.) Confus Resist +29% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+0 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +3 Dex +8 Mag +6 Wil +8 Con offense ------ Physical Crit +2.0% Physical Power +10 (+1 eff.) Spellpower +13 (+2 eff.) Damage +14% lightning defense ------ Armor +2 Defense +15 (+2 eff.) Resistance +28% lightning other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +1 Con offense ------ Damage +6% nature defense ------ Resistance +9% cold Crit Resistance 10.00% Mind save +6 (+1 eff.) Confus Resist +21% other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+0 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +6 Mag +7 Cun +9 Con offense ------ Critical power +20.00% Physical Power +30 (+5 eff.) Ignore resists +20% acid +30% physical +20% darkness defense ------ Armor +12 Defense +30 (+4 eff.) Mind save +13 (+2 eff.) Confus Resist +29% other ------- Max stamina +40.00 Infravision +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 63.01 cold and 30.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 2 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +9 Wil +6 Cun +7 Con offense ------ Mindpower +9 (+2 eff.) Damage +9% acid +9% fire Ignore resists +25% fire defense ------ Crit Resistance 15.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +14 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% light defense ------ Defense +4 (+0 eff.) Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Move Speed +19% Accuracy +9 (+2 eff.) defense ------ Defense +9 (+1 eff.) Resistance +10% nature +11% blight Poison Resist +22% Disease Resist +24% Blinding Speed: Puts all charms on 1 turn cooldown Effective talent level: 5.5 Power cost 1 out of 40/40. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Cun +13 Mag offense ------ Physical Power +12 (+2 eff.) Spellpower +25 (+4 eff.) Mindpower +15 (+3 eff.) On-Hit 19 light On-Ranged-Hit 24 light Damage +20% light +15% arcane Ignore resists +20% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun offense ------ Steampower +5 (+1 eff.) defense ------ Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Generate a personal shield that absorbs up to 268 damage and damages attackers striking the wearer for 146 fire damage while it lasts (based on Cunning). Uses 1 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- 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 1 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 402, based on Magic) for 10 turns. Uses 1 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+1 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect Dissolve: Effective talent level: 3.5 Power cost 1 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and 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 52% 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. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +8 Con offense ------ Physical Power +15 (+2 eff.) Damage +6% cold Ignore resists +10% arcane Ignore Shields +30% defense ------ Armor +7 Defense +12 (+1 eff.) Physical save +18 (+3 eff.) Spell save +18 (+1 eff.) Mind save +19 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+2 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+0 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 3.5 Power cost 2 out of 50/50. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 2 out of 60/60. Range melee/personal Cooldown: 54 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 17 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 473.57 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +15.00% Accuracy +7 (+1 eff.) Ignore Armor +8 defense ------ Defense +2 (+0 eff.) Physical save +5 (+1 eff.) Stealth +8 Life +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil defense ------ Armor +6 Defense +10 (+1 eff.) Physical save +15 (+2 eff.) Spell save +23 (+2 eff.) Mind save +15 (+2 eff.) other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+1 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 95.88 to 119.85 physical damage (based on Willpower and Cunning) with knockback. Uses 1 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+1 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+2 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+0 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (380 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (642 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 1 power out of 5/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spell Crit +4% Spellpower +25 (+4 eff.) Spellpower/crit +8 Damage +9% blight Ignore resists +25% darkness Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Resistance +11% fire +10% cold other ------- Max mana +60.00 Max vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Cinderfeet. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 67% (based on Cunning). Uses 2 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. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+0 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 1 out of 20/20. Range 9 Cooldown: 13 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 9 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 36 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 108 addition nature damage over 3 turns (damage based on Cunning). Uses 1 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 20% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +8 Cun +4 Dex offense ------ Critical power +20.00% Damage +6% light +9% fire Ignore resists +25% fire Accuracy +6 (+1 eff.) Ignore Armor +7 defense ------ Armor +1 Fatigue +1% Resistance +9% acid other ------- EQ when Hit +0.20 Max psi +20.00 Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +2.0% Attack Speed 83% On Hit: 15% Perfect Strike 1 Steady Shot: Puts all charms on 1 turn cooldown Effective talent level: 4.5 Power cost 1 out of 20/20. Range melee/personal Cooldown: 2 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+1 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Effective talent level: 5.5 Power cost 1 out of 24/24. Range 9 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 9 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 4.5 Power cost 1 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 655.77 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 3.5 Power cost 1 out of 6/6. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 350.59 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+2 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+0 eff.) Spell save +8 (+0 eff.) Life +60.00 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Ignore Armor +12 Critical Rate +8.0% Attack Speed 83% On-hit +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. This item has been sent to the Item's Vault. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Wil, 60% Str, 30% Cun 30% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 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. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Effective talent level: 3.5 Power cost 1 out of 24/24. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 1625.05 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Critical power +20.00% Physical Power +15 (+2 eff.) Accuracy +11 (+2 eff.) When Hit 10 acid defense ------ Armor +2 Resistance +9% darkness Unlife -80.00 life other ------- Max stamina +20.00 Infravision +3 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +3 Critical Rate +12.0% Attack Speed 100% On-hit +13 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 1 turn cooldown Effective talent level: 105.0 Power cost 1 out of 15/15. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 132 for 33 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +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: Effective talent level: 2.5 Power cost 1 out of 30/30. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 152.70 to 458.11 lightning damage (305.40 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+2 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ On-Hit 0 % chance to summon an orc spirit Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+2 eff.) Spell save +12 (+1 eff.) Mind save +12 (+2 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Wil offense ------ Critical power +10.00% Spellpower +30 (+4 eff.) Ignore resists +25% arcane defense ------ Armor +3 Fatigue +3% other ------- Mana-on-crit +2.00 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Str offense ------ Accuracy +6 (+1 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +9 (+1 eff.) Fatigue +4% Skullcracker: Puts all charms on 1 turn cooldown Effective talent level: 4.5 Power cost 1 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1238.5 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con offense ------ Physical Power +4 (+0 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 1 turn cooldown Effective talent level: 4.5 Power cost 1 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1238.5 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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. |
![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +5 Wil offense ------ Spell Crit +4% Critical power +15.00% Ignore Shields +30% defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +23% acid +15% temporal +6% lightning other ------- Mana/turn +0.12 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+0 eff.) Ranged Defense +8 (+1 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+2 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% Call Lightning: Effective talent level: 3.5 Power cost 1 out of 50/50. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 177.90 to 533.71 lightning damage (355.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+1 eff.) Ranged Defense +4 (+0 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+1 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- 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. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+1 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con defense ------ Armor +20 Defense +8 (+1 eff.) Fatigue +12% Physical save +12 (+2 eff.) Spell save +12 (+1 eff.) Mind save +12 (+2 eff.) Silence Resist +0% Confus Resist +80% Pinning Resist +0% Stun Resist +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+0 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +0 Str +3 Dex +0 Mag +0 Wil +0 Cun +3 Con offense ------ Steampower +10 (+2 eff.) defense ------ Armor +10 Defense +4 (+0 eff.) Fatigue +22% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 1 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 23.5 - 32.9 Physical Uses 40% Wil, 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+1 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 71.5 - 100.1 Physical Uses 40% Wil, 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 24 Auto Reload 1 On-ranged-hit +33 physical +12 mind +20 cold On-Hit, radius 1 +20 mind +8 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 372 physical damage On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Psionic Weapon Damage 58.5 - 81.9 Physical Uses 40% Wil, 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +3.0% Capacity 20 Projectile Speed +316% On-ranged-hit +4 blight +60 physical +46 nature +4 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 372 physical damage While equipped: other ------- Reload +6 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 40% Wil, 70% Dex, 40% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Arcane Weapon Damage 79.5 - 111.3 Physical Uses 40% Wil, 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 24 Projectile Speed +321% While equipped: other ------- Reload +6 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 2 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +8 Str +7 Dex offense ------ Mind Crit +9% Critical power +30.00% Mindpower +30 (+5 eff.) defense ------ Resistance +10% darkness +10% fire Crit Resistance 23.38% Mind save +24 (+3 eff.) Out-of-Phase Defense +23 Out-of-Phase Resistance +23% Out-of-Phase Resilience +23% other ------- Psi when Hit +0.44 Light +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +13 Str +7 Mag +2 Wil offense ------ Spell Crit +2% Ignore Armor +15 When Hit 8 acid 4 fire On-Hit (Melee): * 30% chance to reduce armor by 63% defense ------ Fatigue -10% Resistance +12% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Infravision +2 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 1 turn cooldown Effective talent level: 5.5 Power cost 1 out of 26/26. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +7 (+1 eff.) Damage +15% darkness Ignore resists +20% darkness Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce damage dealt by 42% defense ------ Resistance +6% lightning +15% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str offense ------ Damage +15% fire +14% mind +3% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 83% defense ------ Resistance +9% nature +9% fire Mind save +14 (+2 eff.) Life +37.00 other ------- Max stamina +28.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 2 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2022 A set of 2022 tiny explosive spheres. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 2 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+1 eff.) Physical save +15 (+2 eff.) Spell save +15 (+1 eff.) Mind save +15 (+2 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 1 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 3 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 1 out of 25/25. Range 9 Cooldown: 10 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 1564.71 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 1564.71 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. |
![]() 0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Str +9 Dex +6 Mag +7 Cun +4 Con offense ------ Spellpower +13 (+2 eff.) Damage +32% mind Ignore resists +10% mind other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 1214 cold damage (based on your Magic). Uses 1 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(161 power, based on Willpower). Uses 1 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 1 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Con offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Ignore resists +28% fire defense ------ Resistance +15% blight +15% darkness +6% light Mind save +13 (+2 eff.) other ------- Light +10 Infravision +6 See Stealth +19 See Invis +39 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 1 turn cooldown Effective talent level: 3.5 Power cost 1 out of 30/30. Range melee/personal Cooldown: 18 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 62 blight damage or heals 64 life. Creatures standing in the retch also have 25% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Damage +6% lightning +12% cold +12% darkness +15% light When Hit 4 lightning defense ------ Resistance +6% lightning +19% darkness +11% blight +12% cold +10% light Affinity +5% darkness +5% light other ------- Light +8 Infravision +10 See Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Sun Flare: Puts all charms on 1 turn cooldown Effective talent level: 4.5 Power cost 1 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 1860.39 light damage. At talent level 3 you gain 84% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 1 out of 25/25. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 30 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 105.0 Power cost 1 out of 35/35. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 132 for 33 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 3.5 Power cost 1 out of 9/9. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 1965.25 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 1 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 2363.70 fire damage (based on Magic). Uses 2 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 171% of the healing done. This effect scales with your Magic stat.. Uses 2 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 5 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1114.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 1 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 50% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 40% Wil, 60% Dex, 60% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 40% Wil, 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! This item has been sent to the Item's Vault. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +10 Dex offense ------ Physical Crit +7.0% Physical Power +45 (+7 eff.) Damage +21% mind Ignore resists +40% temporal +35% physical On-Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +18 Resistance +12% mind +36% fire Out-of-Phase Defense +24 Out-of-Phase Resistance +24% Out-of-Phase Resilience +24% Setup a psionic shield, reducing all damage taken by 163 for 5 turns Puts all charms on 1 turn cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +6.0% Critical power +30.00% Damage +21% blight Ignore resists +35% light +25% physical defense ------ Resistance +18% darkness +18% temporal Unlife -100.00 life Healmod +31% Cut Resist +31% Teleport Resist +31% Blast the opponent's mind dealing 540 mind damage and silencing them for 4 turns Puts all charms on 1 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+2 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 1 out of 35/35. Range melee/personal Cooldown: 5 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 210 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 1 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 1 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% cold Ignore resists +15% cold defense ------ Resistance +3% acid +3% cold +6% blight Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 1 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spell Crit +8% Critical power +20.00% Ignore resists +25% darkness Ignore Shields +30% other ------- Mana-on-crit +2.00 Max vim +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 84 lightning damage and will be dazed for 1 turn (422 total damage) Puts all charms on 1 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+1 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 589 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 1 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 271.83 temporal and 513.39 darkness damage (based on Magic). Uses 1 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Critical power +29.87% Spellpower/crit +10 Damage +15% blight Ignore resists +37% blight defense ------ Defense +40 (+5 eff.) Resistance +45% fire Life +149.33 Fire a magical bolt dealing 627 lightning damage Puts all charms on 1 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +4 Dex +6 Wil offense ------ Critical power +32.25% Physical Power +48 (+8 eff.) Spellpower +25 (+4 eff.) Ignore resists +20% arcane defense ------ Armor +12 Defense +25 (+3 eff.) Resistance +24% mind +15% temporal other ------- Vim-on-crit +3.22 Create a radius 3 storm for 5 turns. Each turn, creatures within take 127 lightning damage and will be dazed for 1 turn (636 total damage) Puts all charms on 1 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 1 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. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sandro the Shalore Necromancer level 50
36th Regrowth 124th year of Ascendancy at 05:14 see stats
By Sandro the Shalore Necromancer level 46
2nd Dusk 123rd year of Ascendancy at 23:47 see stats
By Sandro the Shalore Necromancer level 49
6th Dusk 123rd year of Ascendancy at 13:44 see stats
By Sandro the Shalore Necromancer level 31
13rd Regrowth 123rd year of Ascendancy at 12:23 see stats
By Sandro the Shalore Necromancer level 43
12nd Pyre 123rd year of Ascendancy at 03:20 see stats
By Sandro the Shalore Necromancer level 50
71st Regrowth 124th year of Ascendancy at 00:03 see stats
By Sandro the Shalore Necromancer level 50
51st Regrowth 124th year of Ascendancy at 09:29 see stats
By Sandro the Shalore Necromancer level 50
22nd Haze 123rd year of Ascendancy at 00:18 see stats
By Sandro the Shalore Necromancer level 43
20th Pyre 123rd year of Ascendancy at 01:24 see stats
By Sandro the Shalore Necromancer level 50
48th Regrowth 124th year of Ascendancy at 13:58 see stats
By Sandro the Shalore Necromancer level 50
10th Haze 123rd year of Ascendancy at 18:36 see stats
By Sandro the Shalore Necromancer level 50
48th Haze 123rd year of Ascendancy at 15:17 see stats
By Sandro the Shalore Necromancer level 50
25th Regrowth 124th year of Ascendancy at 04:16 see stats
By Sandro the Shalore Necromancer level 40
74th Regrowth 123rd year of Ascendancy at 16:50 see stats
By Sandro the Shalore Necromancer level 38
72nd Regrowth 123rd year of Ascendancy at 21:43 see stats
By Sandro the Shalore Necromancer level 50
13rd Dusk 123rd year of Ascendancy at 20:28 see stats
By Sandro the Shalore Necromancer level 22
9th Regrowth 123rd year of Ascendancy at 03:23 see stats
By Sandro the Shalore Necromancer level 43
30th Pyre 123rd year of Ascendancy at 04:41 see stats
By Sandro the Shalore Necromancer level 50
7th Dusk 123rd year of Ascendancy at 13:07 see stats
By Sandro the Shalore Necromancer level 50
46th Regrowth 124th year of Ascendancy at 18:34 see stats
By Sandro the Shalore Necromancer level 46
3rd Dusk 123rd year of Ascendancy at 01:27 see stats
By Sandro the Shalore Necromancer level 50
26th Regrowth 124th year of Ascendancy at 09:03 see stats
By Sandro the Shalore Necromancer level 36
29th Regrowth 123rd year of Ascendancy at 01:20 see stats
By Sandro the Shalore Necromancer level 27
10th Regrowth 123rd year of Ascendancy at 22:20 see stats
By Sandro the Shalore Necromancer level 10
69th Dusk 122nd year of Ascendancy at 19:41 see stats
By Sandro the Shalore Necromancer level 20
7th Regrowth 123rd year of Ascendancy at 06:49 see stats
By Sandro the Shalore Necromancer level 30
11st Regrowth 123rd year of Ascendancy at 09:24 see stats
By Sandro the Shalore Necromancer level 40
74th Regrowth 123rd year of Ascendancy at 06:19 see stats
By Sandro the Shalore Necromancer level 50
6th Dusk 123rd year of Ascendancy at 20:12 see stats
By Sandro the Shalore Necromancer level 50
52nd Dusk 123rd year of Ascendancy at 19:35 see stats
By Sandro the Shalore Necromancer level 50
24th Regrowth 124th year of Ascendancy at 02:10 see stats
By Sandro the Shalore Necromancer level 42
8th Pyre 123rd year of Ascendancy at 19:05 see stats
By Sandro the Shalore Necromancer level 44
30th Pyre 123rd year of Ascendancy at 11:52 see stats
By Sandro the Shalore Necromancer level 50
19th Regrowth 124th year of Ascendancy at 06:58 see stats
By Sandro the Shalore Necromancer level 14
75th Haze 122nd year of Ascendancy at 20:30 see stats
By Sandro the Shalore Necromancer level 44
62nd Pyre 123rd year of Ascendancy at 00:51 see stats
By Sandro the Shalore Necromancer level 42
8th Pyre 123rd year of Ascendancy at 19:51 see stats
By Sandro the Shalore Necromancer level 34
17th Regrowth 123rd year of Ascendancy at 23:02 see stats
By Sandro the Shalore Necromancer level 8
68th Dusk 122nd year of Ascendancy at 14:41 see stats
By Sandro the Shalore Necromancer level 2
74th Pyre 122nd year of Ascendancy at 22:59 see stats
By Sandro the Shalore Necromancer level 50
48th Regrowth 124th year of Ascendancy at 19:00 see stats
By Sandro the Shalore Necromancer level 50
22nd Regrowth 124th year of Ascendancy at 22:51 see stats
By Sandro the Shalore Necromancer level 50
20th Regrowth 124th year of Ascendancy at 12:30 see stats
By Sandro the Shalore Necromancer level 50
59th Dusk 123rd year of Ascendancy at 03:26 see stats
By Sandro the Shalore Necromancer level 46
2nd Dusk 123rd year of Ascendancy at 23:47 see stats
By Sandro the Shalore Necromancer level 4
2nd Mirth 122nd year of Ascendancy at 08:09 see stats
By Sandro the Shalore Necromancer level 6
55th Dusk 122nd year of Ascendancy at 10:47 see stats
By Sandro the Shalore Necromancer level 46
2nd Dusk 123rd year of Ascendancy at 23:47 see stats
By Sandro the Shalore Necromancer level 41
1st Pyre 123rd year of Ascendancy at 04:23 see stats
By Sandro the Shalore Necromancer level 9
69th Dusk 122nd year of Ascendancy at 08:28 see stats
By Sandro the Shalore Necromancer level 34
24th Regrowth 123rd year of Ascendancy at 21:07 see stats
By Sandro the Shalore Necromancer level 50
19th Haze 123rd year of Ascendancy at 11:07 see stats
By Sandro the Shalore Necromancer level 23
9th Regrowth 123rd year of Ascendancy at 07:06 see stats
By Sandro the Shalore Necromancer level 11
70th Dusk 122nd year of Ascendancy at 22:22 see stats
By Sandro the Shalore Necromancer level 27
10th Regrowth 123rd year of Ascendancy at 22:20 see stats
By Sandro the Shalore Necromancer level 46
3rd Dusk 123rd year of Ascendancy at 15:21 see stats
Log
Sandro drops on the floor: Spider-Silk Robe of Spydrë (10 def, 15 armour).
Sandro drops on the floor: Firewalker (15 def, 2 armour).
Sandro drops on the floor: Rogue Plight (6 def, 7 armour).
Sandro drops on the floor: Medical Urgency Vest (6 def, 7 armour).
Sandro drops on the floor: The Untouchable (14 def, 12 armour).
Sandro drops on the floor: Alemnir the Ebonypall (6 def, 4 armour).
Sandro wears (replacing Wintermaim the pair of drakeskin leather boots (0 def, 5 armour) ): Anti-Gravity Boots (8 def, 8 armour).
You detach voratun kinetic stabiliser from your Wintermaim the pair of drakeskin leather boots (0 def, 5 armour).
You attach voratun kinetic stabiliser to your Anti-Gravity Boots (8 def, 8 armour) .
Sandro wears (replacing Anti-Gravity Boots (8 def, 8 armour) ): Wintermaim the pair of drakeskin leather boots (0 def, 5 armour).
You detach voratun kinetic stabiliser from your Anti-Gravity Boots (8 def, 8 armour).
You attach voratun kinetic stabiliser to your Wintermaim the pair of drakeskin leather boots (0 def, 5 armour) .
You collect a new ingredient: lump of dwarven steel (1).
You gain 25.00 gold from the melting of Borfast's Cage (10 def, 20 armour).
Sandro wears (replacing voratun gauntlets 'Duathelpyre' (0 def, 3 armour) ): Stone Gauntlets of Harkor'Zun (0 def, 7 armour).
You detach voratun grip from your voratun gauntlets 'Duathelpyre' (0 def, 3 armour).
You attach voratun grip to your Stone Gauntlets of Harkor'Zun (0 def, 7 armour) .
Sandro wears (replacing Stone Gauntlets of Harkor'Zun (0 def, 7 armour) ): voratun gauntlets 'Duathelpyre' (0 def, 3 armour).
You detach voratun grip from your Stone Gauntlets of Harkor'Zun (0 def, 7 armour).
You attach voratun grip to your voratun gauntlets 'Duathelpyre' (0 def, 3 armour) .