










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 33 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by I suck at level 9 on the 7th Mirth 122nd year of Ascendancy at 18:31 2 / 13Killed by Forest Troll Hedge-Wizard at level 13 on the 3rd Haze 122nd year of Ascendancy at 05:10 Killed by I suck at level 15 on the 9th Haze 122nd year of Ascendancy at 14:10 Killed by Layurikira the large white snake at level 16 on the 14th Haze 122nd year of Ascendancy at 22:42 Killed by worm that walks at level 17 on the 15th Haze 122nd year of Ascendancy at 17:47 Killed by worm that walks at level 17 on the 16th Haze 122nd year of Ascendancy at 02:23 Killed by ritch flamespitter at level 18 on the 36th Haze 122nd year of Ascendancy at 10:48 Killed by corrupted gigantic sandworm tunneler at level 18 on the 39th Haze 122nd year of Ascendancy at 09:56 Killed by Silysemina the sandworm at level 18 on the 39th Haze 122nd year of Ascendancy at 19:33 Killed by Polarera the gigantic corrosive tunneler at level 18 on the 40th Haze 122nd year of Ascendancy at 08:54 Killed by Elorin the thief at level 23 on the 40th Regrowth 123rd year of Ascendancy at 03:23 Killed by Assassin Lord at level 23 on the 40th Regrowth 123rd year of Ascendancy at 19:56 Killed by fire drake hatchling at level 29 on the 7th Pyre 123rd year of Ascendancy at 01:22 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 95 (base 60) |
| Willpower | 72 (base 53) |
| Cunning | 65 (base 37) |
Resources
| Life | 440/440 |
| Mana | 229/229 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 8.1138564741621 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 17.757611834334 |
| See Invisible | 41.271891894635 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 22 |
| Crit Chance | 31% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Lightning | +12% |
| Light | +33% |
| Temporal | +37% |
| Darkness | +45% |
| Arcane | +3% |
| Fire | +67% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Arcane | +10% |
| Fire | +65% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 4 |
| Physical Save | 20 |
| Spell Save | 48 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 46%( 70%) |
| Fire | + 45%( 70%) |
| Temporal | + 28%( 70%) |
| Cold | + 20%( 70%) |
| Arcane | + 35%( 70%) |
| Mind | + 18%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Silence Resistance | 31% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 205 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 209 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (74 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 923 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -616 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 616 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Burning Wake |
| talent | Shielding |
| talent | Phantasmal Shield |
| talent | Disruption Shield |
| talent | Essence of Speed |
| talent | Wildfire |
| talent | Arcane Power |
| beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Glariwyn the black bear. Escort: temporal explorer (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 38. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed mummified bone. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Silence- +21% Confus- +21% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern 'Gena'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Res.pen +10% mind Phasing +30% ----- def ----- Max.HP +46.00 ---------- misc Vim/s.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 128.23 fire and 84.51 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Mag +4 Cun +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Dmg.mod +12% lightning Acc +15 (+8 eff.) Apr +3 ----- def ----- Resists +24% lightning Spell.save +10 (+4 eff.) ---------- misc Max.stam +18.00 Can be unequipped or rerolled. 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? |
| On fingers | Kindlequill0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Res.pen +15% fire ----- def ----- Armour +4 Defense +15 (+8 eff.) HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
| Around waist | Nuzor the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Crit.chn- 10.00% Phys.save +6 (+3 eff.) Max.HP +50.00 Silence- +10% A belt that goes around your waist. |
| In main hand | cruel yew magestaff of channeling (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +19 (+5 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.23 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 10 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Frigidpython (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil +7 Cun dps ---------- Spell.crit +15% Spell.pwr +18 (+5 eff.) Dmg.mod +21% temporal +27% light +39% darkness Res.pen +15% temporal ----- def ----- Resists +6% cold +15% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.17 Psi/turn +0.35 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Hanykalthofast' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +12 (+6 eff.) Resists +12% lightning +3% mind Phys.save +7 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +11 (+4 eff.) Die.at -90.00 life HP.reg +4.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Ivuvea'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Mind.crit +5% Spell.pwr +5 (+1 eff.) S.pwr/crit +6 Dmg.mod +6% darkness +6% temporal +6% light +5% physical Res.pen +10% mind +10% arcane Phasing +30% ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Equi/ret +0.16 Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
heroism infusion (die at -258; dur 6; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -258 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 258 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -100; dur 8; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 100 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 151; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 151 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 399; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 2; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 35%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, nature, cold, mind, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 3 nature, 5 cold, 4 mind, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (438.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 600.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 17; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 18; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 5; phase 15; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 27; resist 28%; move 41%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 41% faster, and you are invisible (power 27). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 236; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 4 turns and blocking 236 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 512; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 512 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Lavasting0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 8 light 8 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 24% * 10% chance to blind Amulets make your neck look great! |
grounding steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +14% lightning Stun/Frz- +22% ---------- misc Mana/turn +0.17 Max.mana +20.00 Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.23 cold and 18.95 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper amethyst ring0.1 T1 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all ----- def ----- Resists +6% nature +7% blight Poison- +12% Disease- +13% Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
stralite garnet ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
warrior's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Str ----- def ----- Armour +10 Mind.save +9 (+3 eff.) Confus- +33% Rings make your fingers look great! |
dwarven-steel battleaxe (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Phoenixwhisper (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind On Hit: * Create an explosion dealing 116 acid damage (1/turn) While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid +6% physical +12% mind Res.pen +15% acid +10% mind Melee Ret 4 mind 4 fire ----- def ----- Defense +30 (+13 eff.) Phys.save +9 (+5 eff.) Sharp, short and deadly. |
balanced stralite greatmaul of erosion (53-80 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Nature/Master Power 53.0 - 79.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +62% Massive two-handed mauls. |
quick dwarven-steel greatmaul (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +12 (+6 eff.) Massive two-handed mauls. |
elemental stralite greatsword of massacre (64-103 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 64.5 - 103.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 116 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +16% lightning Massive two-handed swords. |
blazebringer's steel mace of erosion (14-19 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +22 fire While equipped: dps ---------- All.spd +3% Res.pen +9% fire Blunt and deadly. |
warbringer's stralite mace of massacre (44-62 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +11% physical ----- def ----- Disarm- +24% Blunt and deadly. |
creative pulsing mindstar of flames (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+3 eff.) All.spd +4% Melee+ 12 fire Dmg.mod +4% fire Res.pen +10% fire ----- def ----- Resists +8% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of sand (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Melee+ 7 physical Dmg.mod +8% physical Res.pen +8% physical ----- def ----- Resists +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Icerot' (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% acid +24% cold +6% light Crit.chn- 15.00% Spell.save +11 (+4 eff.) Blind- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic reinforced leather sling of enduring4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +19 acid +21 nature While equipped: Stats +12 Con +8 Wil dps ---------- Res.pen +14% acid +13% nature Apr +9 ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% cold Acc +9 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
earthen ash magestaff of power (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of fate (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +13 (+3 eff.) Dmg.mod +20% fire Phasing +15% ----- def ----- Defense +13 (+7 eff.) Shield.pwr +5% Phys.save +7 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of might (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +26.00% Spell.pwr +16 (+4 eff.) Melee+ 25 fire Dmg.mod +25% cold ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of breaching (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Spell.pwr +16 (+4 eff.) Melee+ 23 arcane Dmg.mod +20% arcane Res.pen +10% arcane ---------- misc Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of the prodigy (25-30 power, 5 apr, fire element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +11 Mag +17 Wil +11 Cun dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +10 (+5 eff.) Spell.pwr +19 (+5 eff.) S.pwr/crit +9 Dmg.mod +25% fire Acc +13 (+7 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff of warding (28-34 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+4 eff.) Dmg.mod +28% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) ---------- misc Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Blazeusher' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +3% lightning +12% physical +20% fire Res.pen +15% fire Acc +10 (+5 eff.) Apr +1 ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +9% lightning ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 198.16 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. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 Str 40 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
balanced steel waraxe of amnesia (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +25% One-handed war axes. |
balanced stralite waraxe of evisceration (28-39 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+5 eff.) Acc +7 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +30% One-handed war axes. |
steel waraxe 'Carriontooth' (12-17 power, 8 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +12 cold +12 physical On Crit: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +10% nature Acc +25 (+13 eff.) One-handed war axes. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
cleansing hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +8% acid +9% blight Mind.save +7 (+2 eff.) A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
reinforced hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +7 Defense +7 (+4 eff.) Phys.save +16 (+8 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Flarenaught the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +9% temporal +17% arcane Res.pen +25% fire Melee Ret 6 fire ----- def ----- Resists +12% temporal +11% all ---------- misc Max.mana +53.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc 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 On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven woollen robe of blight (+13%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight +9% all Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +7% all Poison- +25% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +3 Phys.save +5 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -5% Max.HP +35.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +27% Confus- +25% Stun/Frz- +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun ----- def ----- Armour +3 Phys.save +11 (+6 eff.) HP.reg +2.40 ---------- misc Stam/turn +1.00 Psi/turn +0.27 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cinder voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 9 arcane 9 fire Dmg.mod +7% arcane +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +10% arcane +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of magic (+4) (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +7 Fatigue +5% Mind.save +13 (+4 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.75 to 134.26 lightning damage (89.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Vorutta the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Wil dps ---------- Spell.pwr +30 (+8 eff.) Res.pen +25% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +50.00 Max.vim +20.00 A cap made of leather. |
bladed dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 37.2 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
catburglar's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's dwarven-steel helm (5 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +4% Resists +3% all Phys.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's hardened leather cap of ire (6 def, 10 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +3% Resists +4% all Phys.save +15 (+8 eff.) Mind.save +8 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.90 Mana/ret +1.40 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% darkness +6% temporal +3% light +5% physical ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Gleamwhisper' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +15% acid Res.pen +25% light Melee Ret 6 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +30% acid Max.HP +72.00 ---------- misc Light +3 A suit of armour made of mail. |
radiant dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +17% blight +18% fire +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
marauder's cured leather armour of clarity (11 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +4 Defense +11 (+6 eff.) Fatigue +7% Resists +6% mind Phys.save +7 (+4 eff.) Mind.save +10 (+3 eff.) A suit of armour made of leather. |
radiant reinforced leather armour of the wind (24 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +6.0% Apr +10 ----- def ----- Armour +7 Defense +24 (+11 eff.) Fatigue +8% Resists +18% blight +17% darkness ---------- misc Stam/turn +0.50 Light +2 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 107 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
dwarven-steel plate armour of spell shielding (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% arcane Spell.save +18 (+6 eff.) A suit of armour made of metal plates. |
crackling stralite shield (0 def, 8 armour, 145.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 8 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
scouring stralite shield of earthen fury (0 def, 13 armour, 135.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Melee+ 7 acid 9 nature On Hit (Melee): * 9 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +13 Fatigue +8% Resists +5% acid +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Xyvena the Frozenschism (20/20, 36-50 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 On Hit.r1 +20 light +20 cold On Crit.r2 +12 mind +20 cold On Hit: 20% Curse of Impotence 3 Arrows are used with bows to pierce your foes to death. |
acidic quiver of elven-wood arrows of annihilation (19/19, 50-70 power, 23 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Master Power 50.0 - 70.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +10.5% Capacity 19 Proj.spd +200% On Crit: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (20/20, 33-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
92 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 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. |
Forbidden Tome: "The Illusory Castle"2.0 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. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Frozenwar1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con +7 Wil dps ---------- Dmg.mod +13% mind Res.pen +15% cold ----- def ----- Resists +13% blight +15% mind HP.reg +12.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp of focus1.0 T3 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots of crippling (20/20, 33-40 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
cleansing dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Ivenor [power 254] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 51. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 218] (12 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Morningweeper [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% cold +9% temporal +20% light +3% nature Create a shield absorbing up to 311 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 273 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By I suck the Shalore Archmage level 23
2nd Regrowth 123rd year of Ascendancy at 11:52 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By I suck the Shalore Archmage level 31
36th Dusk 123rd year of Ascendancy at 12:56 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By I suck the Shalore Archmage level 19
41st Haze 122nd year of Ascendancy at 13:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By I suck the Shalore Archmage level 19
61st Haze 122nd year of Ascendancy at 22:43 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By I suck the Shalore Archmage level 21
2nd Decay 122nd year of Ascendancy at 15:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By I suck the Shalore Archmage level 20
80th Haze 122nd year of Ascendancy at 08:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By I suck the Shalore Archmage level 26
66th Regrowth 123rd year of Ascendancy at 21:37 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By I suck the Shalore Archmage level 27
69th Regrowth 123rd year of Ascendancy at 11:40 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By I suck the Shalore Archmage level 31
36th Dusk 123rd year of Ascendancy at 10:57 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By I suck the Shalore Archmage level 10
9th Mirth 122nd year of Ascendancy at 03:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By I suck the Shalore Archmage level 20
71st Haze 122nd year of Ascendancy at 06:11 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By I suck the Shalore Archmage level 30
15th Pyre 123rd year of Ascendancy at 00:01 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By I suck the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:11 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By I suck the Shalore Archmage level 28
72nd Regrowth 123rd year of Ascendancy at 08:00 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By I suck the Shalore Archmage level 22
4th Decay 122nd year of Ascendancy at 01:25 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By I suck the Shalore Archmage level 28
1st Time of Balance 123rd year of Ascendancy at 11:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By I suck the Shalore Archmage level 13
2nd Haze 122nd year of Ascendancy at 12:49 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By I suck the Shalore Archmage level 31
36th Dusk 123rd year of Ascendancy at 12:56 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By I suck the Shalore Archmage level 23
9th Allure 123rd year of Ascendancy at 22:08 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By I suck the Shalore Archmage level 22
9th Allure 123rd year of Ascendancy at 00:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By I suck the Shalore Archmage level 27
70th Regrowth 123rd year of Ascendancy at 16:46 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By I suck the Shalore Archmage level 17
16th Haze 122nd year of Ascendancy at 12:51 see stats
Log
Cold flames start to appear around I suck.
Cold flames trap casts Cold Flames.
I suck resists!
Cold flames trap hits I suck for (52 absorbed), 0 cold (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 75 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 24 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 24 turns (stop reason: at exit).
Saving game...
Saving done.



































































































































































