











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Better Item Description 1.5.10This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 60 / 6% |
Size | huge |
Lifes / Deaths | Killed by Lithfengel at level 34 on the 19th Dusk 122nd year of Ascendancy at 13:50 5 / 2Killed by Lithfengel at level 34 on the 19th Dusk 122nd year of Ascendancy at 15:29 |
Primary Stats
Strength | 123 (base 52) |
Dexterity | 122 (base 61) |
Constitution | 77 (base 66) |
Magic | 35 (base 10) |
Willpower | 105 (base 70) |
Cunning | 113 (base 62) |
Resources
Life | 1288/1449 |
Mana | 980/1049 |
Stamina | 375/452 |
Equilibrium | 35 |
Healing Factor | 1.686882591093 |
Regeneration | 16.109728744938 |
Speed
Mental | -10.000000000002% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +146.47631716746% |
Vision
Sight | 13 |
Lite | -7 |
Infravision | 18 |
See Stealth | 83.289681981643 |
See Invisible | 83.289681981643 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 339 |
Accuracy | 97 |
Crit Chance | 127% |
APR | 47 |
Speed | 0.89 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Light | +3% |
Temporal | +10% |
Physical | +85% |
Arcane | +12% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +15% |
Light | +10% |
Physical | +111% |
Defense: Base
Armour (hardiness) | 65.582939316175 (91.382113821138%) |
Defense | 57 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 83 |
Mental Save | 61 |
Defense: Resistances
Acid | + 41%( 77%) |
Blight | + 35%( 77%) |
Physical | + 55%( 77%) |
Cold | + 41%( 77%) |
All | + 17%( 77%) |
Lightning | + 41%( 77%) |
Light | + 25%( 77%) |
Temporal | + 30%( 77%) |
Mind | + 22%( 77%) |
Darkness | + 33%( 77%) |
Fire | + 34%( 77%) |
Nature | + 27%( 77%) |
Defense: Immunities
Silence Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Knockback Resistance | 50% |
Stun Resistance | 25% |
Poison Resistance | 45% |
Blind Resistance | 50% |
Inscriptions (3/3)
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 increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -923 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
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 456 damage for 8 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.40 |
| 1/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Technique / Sniper | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 4/5 |
Technique / Munitions | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 5/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Technique / Reflexes | 1.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 2.10 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Generic Talents
Race / Shalore | 1.00 |
| 6/5 |
| 6/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 6/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Secrets of the Eternals |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 34%. Concealment |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Increases global speed by 46%. Elemental Harmony |
Quests
You successfully escorted the injured seer to the recall portal on level 12 of Infinite Dungeon. Escort: injured seer (level 12 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 17 of Infinite Dungeon. Escort: injured seer (level 17 of Infinite Dungeon)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 27 of Infinite Dungeon. Escort: lone alchemist (level 27 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 28 of Infinite Dungeon. Escort: lone alchemist (level 28 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Infinite Dungeon. Escort: lost anorithil (level 6 of Infinite Dungeon)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Ariande. Escort: lost warrior (level 18 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 22 of Infinite Dungeon. Escort: lost warrior (level 22 of Infinite Dungeon)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Infinite Dungeon. Escort: lost warrior (level 4 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 10 of Infinite Dungeon. Escort: repented thief (level 10 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +8 Wil +4 Cun +2 Con dps ---------- Dmg.mod +12% lightning +3% light +12% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Defense +25 (+7 eff.) Fatigue +4% ---------- misc Infravis +2 Blink to a nearby random location (rad 13) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 65.5 - 91.7 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +23.0% Capacity 52 Rld cld 1 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Cun ----- def ----- Defense +11 (+4 eff.) Rng.Def +11 (+3 eff.) Crit.dmg- 18.00% Spell.save +30 (+6 eff.) Poison- +25% Disease- +20% Silence- +15% ---------- misc Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +10 Dex +11 Wil +5 Cun dps ---------- Phys.pwr +12 (+3 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +9% mind Res.pen +10% blight Melee Ret 16 arcane ----- def ----- Armour +5 Fatigue +5% Resists +19% darkness +15% physical Phys.save +11 (+3 eff.) Mind.save +29 (+7 eff.) ---------- misc Max.psi +30.00 Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+2 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 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 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 | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +23 Dex +20 Cun +4 Con dps ---------- Dmg.mod +9% physical Acc +25 (+5 eff.) Apr +3 ----- def ----- Resists +9% blight +9% cold Spell.save +30 (+6 eff.) Max.HP +75.00 HP.reg +1.80 Heal.mod +28% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Resists +12% blight +9% lightning +12% nature +9% acid Spell.save +39 (+8 eff.) Mind.save +11 (+2 eff.) Poison- +20% Disease- +20% Confus- +31% Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Dex +6 Mag +6 Cun +2 Con dps ---------- Phys.crit +17.0% Mind.crit +15% Phys.pwr +12 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Spell.save +15 (+3 eff.) Mind.save +6 (+1 eff.) Die.at -80.00 life ---------- misc Mana/turn +0.60 Psi/ret +0.12 Max.mana +60.00 Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit.r1 +2 lightning On Hit: * 20% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +6% lightning +59% physical +9% mind Res.pen +15% lightning +71% physical +10% light Phasing +60% ----- def ----- Resists +9% light +6% mind ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+4 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.8 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 75.79 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +7 Wil +3 Cun +2 Con dps ---------- Acc +5 (+1 eff.) Apr +7 Melee Ret 8 physical ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +5 ----- def ----- Armour +8 Defense +11 (+4 eff.) Res.Cap +7% all Phys.save +27 (+7 eff.) ---------- misc Mana/turn +0.60 Max.mana +60.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -381 life. It will always increase your three highest stats. 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 ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -966 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.43 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] 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 magical or mental effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 tome scroll [Unique] Arcane Gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns. Uses 554 power out of 1000/1000 This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +27% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +17% nature +26% blight Poison- +44% Disease- +39% ---------- misc Masteries +0.34 Technique/Mobility +0.34 Technique/Archery training Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +26% fire +26% cold ---------- misc Masteries +0.32 Technique/Combat techniques +0.32 Technique/Munitions Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- S.pwr/crit +6 ----- def ----- Armour +8 Defense +10 (+3 eff.) Res.Cap +7% all Phys.save +22 (+5 eff.) ---------- misc Mana/turn +0.36 Max.mana +58.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -5% HP.reg +1.70 ---------- misc Mana/turn +0.28 Max.mana +30.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +12 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+3 eff.) Blind- +17% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Crit.mult +17.00% Spell.pwr +15 (+6 eff.) Dmg.mod +15% blight +15% fire ----- def ----- Phys.save +20 (+5 eff.) Max.HP +79.00 HP.reg +2.80 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Wil ----- def ----- Blind- +19% ---------- misc Infravis +5 Sight +2 See.Invis +8 Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +12 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% mind +15% lightning Die.at -40.00 life Blind- +15% Cut- +10% Stun/Frz- +25% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil +1 Con dps ---------- Spell.crit +3% Dmg.mod +6% acid Res.pen +25% arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Max.stam +12.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% light Melee Ret 12 lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +12% lightning HP.reg +2.90 Stun/Frz- +44% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 23 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 50 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +4 Wil +16 Cun dps ---------- Crit.mult +10.00% Dmg.mod +18% cold Acc +15 (+3 eff.) On Hit (Melee): * Slows global speed by 42% ----- def ----- Resists +14% blight +36% cold +20% nature +7% arcane Poison- +24% Disease- +30% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 21 light Ranged+ 26 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 24% chance to blind ----- def ----- Fatigue -6% ---------- misc Max.enc +26 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +4% all ----- def ----- Resists +19% acid +19% fire +15% lightning +13% cold Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+5 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +68.00 HP.reg +0.80 Heal.mod +15% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Con dps ---------- Melee+ 16 bleed Ranged+ 16 bleed On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Spell.save +16 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +23.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +12% Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +8% nature +9% blight Poison- +18% Disease- +11% Blinding Speed: Puts all charms on 23 cooldown Level 2.8 Pwr.cost 23 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 32.5 - 48.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 light Against +27% Undead While equipped: dps ---------- Acc +16 (+3 eff.) ----- def ----- Defense +16 (+5 eff.) Disarm- +48% Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 56.0 - 84.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +9 Str dps ---------- Dmg.mod +19% physical Acc +19 (+4 eff.) ---------- misc Stam/ret +2.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Disrupt Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 nature +73 insidious poison On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +20% physical +21% temporal Res.pen +12% physical +17% temporal Acc +12 (+3 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +11 cold While equipped: dps ---------- Dmg.mod +17% cold +20% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit: * 17% chance to daze at end of turn While equipped: Stats +3 Str +5 Dex +5 Mag +3 Wil +2 Cun +3 Con dps ---------- Dmg.mod +18% physical Res.pen +11% lightning +15% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+9 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% physical Res.pen +30% physical Acc +15 (+3 eff.) Apr +24 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +15.0% Sharp, long, and deadly. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+11 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+9 eff.) Melee+ 33 fire Dmg.mod +30% fire Res.pen +15% fire ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +28 (+10 eff.) Dmg.mod +25% temporal ---------- misc Mana/turn +0.34 Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Ego++] Disrupt/Master Power 26.5 - 42.4 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 111% Melee+ +20 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +7 Dex dps ---------- Acc +16 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 54.5 - 76.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Arcane/Psionic Power 19.5 - 27.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: 10% Epidemic 3 On Hit: * 12% chance to disease * 20% chance to torment the target While equipped: dps ---------- Res.pen +11% mind +11% darkness ----- def ----- Disease- +25% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +13 Dex +5 Cun +4 Con dps ---------- Phys.crit +12.0% Mind.crit +11% Dmg.mod +24% fire ----- def ----- Phys.save +20 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +11% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Stealth +6 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% mind +3% lightning Res.pen +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +11 (+4 eff.) Phys.save +5 (+1 eff.) ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +17 (+5 eff.) Fatigue -7% Phys.save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Str +3 Con dps ---------- Mind.crit +2% Crit.mult +3.00% Mind.pwr +9 (+2 eff.) Dmg.mod +17% temporal +20% fire +20% darkness +26% physical Res.pen +20% darkness +20% physical Apr +2 ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +3% blight +17% temporal +30% fire ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+11 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +25 (+5 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +20% blight Max.HP +91.00 HP.reg +6.00 Heal.mod +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+1 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +18% darkness +19% temporal On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +35% temporal +23% darkness +3% blight Phys.save +14 (+3 eff.) Spell.save +9 (+2 eff.) Mind.save +33 (+8 eff.) Def/telep +25 Res/telep +20% Dur/telep +30% ---------- misc Max.hate +6.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Dex +6 Cun +6 Con dps ---------- Phys.crit +11.0% Phys.pwr +12 (+3 eff.) Res.pen +14% physical Apr +13 On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +6% cold +6% nature +1% physical Phys.save +18 (+4 eff.) Mind.save +25 (+6 eff.) ---------- misc Stam/turn +0.20 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Fatigue +3% HP.reg +3.20 Heal.mod +10% Blindside: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Armour +5 Fatigue +5% Spell.save +8 (+2 eff.) Silence- +50% Confus- +48% Stun/Frz- +50% ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Wil +3 Cun +7 Con dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+4 eff.) Mind.save +13 (+3 eff.) Blindside: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 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 T3 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Mind.save +8 (+2 eff.) Max.HP +41.00 HP.reg +3.20 ---------- misc Stam/turn +0.30 Psi/turn +0.28 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego+] Arcane/Master While equipped: Stats +1 Con dps ---------- Melee+ 11 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +8% light Phys.save +18 (+4 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +26% Juggernaut: (Instant) Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 18% chance to reduce effective powers by 20% * 27 arcane resource burn ----- def ----- Armour +2 Spell.save +13 (+3 eff.) Steady Shot: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range 13 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 34 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +10 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to disease ----- def ----- Armour +4 Fatigue +4% Phys.save +30 (+7 eff.) Die.at -60.00 life Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +16 Cun +7 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +15 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +4 Wil +9 Cun dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% acid Apr +10 ----- def ----- Armour +3 Fatigue +3% Resists +21% acid +9% blight A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Max.mana +110.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +17 Str +7 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +15 (+4 eff.) A cap made of leather. |
![]() 14.0 T1 heavy armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +7% Phys.save +7 (+2 eff.) Mind.save +13 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+6 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 7 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 98.71 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 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. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Mind.save +10 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +15 Str +10 Dex +7 Mag +9 Wil dps ---------- Phys.crit +9.0% Spell.crit +10% Mind.crit +10% Phys.pwr +24 (+5 eff.) Spell.pwr +25 (+9 eff.) Mind.pwr +25 (+5 eff.) ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue +8% Resists +15% lightning Phys.save +18 (+4 eff.) A suit of armour made of leather. |
![]() 7.0 T5 shield armor [Ego++] Arcane While equipped: Stats +6 Mag +13 Con dps ---------- On Melee Ret: * 38% chance to blind * 20% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +18% light +18% acid ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Ego+] Master While equipped: Stats +6 Con ----- def ----- Armour +12 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Phys.save +13 (+3 eff.) ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Rare] Nature Power 45.0 - 63.0 Physical Uses 40% Wil, 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Ranged+ +65 insidious poison On Hit: * Slows global speed by 40% * 40 arcane resource burn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Psionic Power 54.0 - 75.6 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +42 physical +23 mind +30 darkness On Hit: * 20% chance to torment the target * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Nature/Master/Psionic Power 36.5 - 51.1 Lightning Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +17 Apr +18 Crit +10.0% Capacity 50 Proj.spd +200% Ranged+ +20 lightning +38 darkness +28 gravity +13 blight +14 bleed Against +27% Living On Crit.r2 +8 lightning +16 temporal On Hit: 10% Epidemic 3 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease * 48% chance to daze at end of turn * 10% chance to crush the target On Crit: * wounds the target While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% fire Melee Ret 8 fire ----- def ----- Resists +21% fire Phys.save +10 (+2 eff.) Heal.mod +14% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 340.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +5 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 10 beam dealing 150.50 to 301.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc 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 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ariande the Shalore Archer level 29
7th Dusk 122nd year of Ascendancy at 21:45 see stats
By Ariande the Shalore Archer level 44
55th Dusk 122nd year of Ascendancy at 18:19 see stats
By Ariande the Shalore Archer level 46
63rd Dusk 122nd year of Ascendancy at 06:27 see stats
By Ariande the Shalore Archer level 43
52nd Dusk 122nd year of Ascendancy at 00:10 see stats
By Ariande the Shalore Archer level 22
8th Flare 122nd year of Ascendancy at 00:04 see stats
By Ariande the Shalore Archer level 37
30th Dusk 122nd year of Ascendancy at 15:01 see stats
By Ariande the Shalore Archer level 16
1st Summertide 122nd year of Ascendancy at 22:47 see stats
By Ariande the Shalore Archer level 29
9th Dusk 122nd year of Ascendancy at 05:22 see stats
By Ariande the Shalore Archer level 38
32nd Dusk 122nd year of Ascendancy at 00:56 see stats
By Ariande the Shalore Archer level 43
53rd Dusk 122nd year of Ascendancy at 11:54 see stats
By Ariande the Shalore Archer level 48
70th Dusk 122nd year of Ascendancy at 10:53 see stats
By Ariande the Shalore Archer level 56
10th Haze 122nd year of Ascendancy at 07:58 see stats
By Ariande the Shalore Archer level 10
3rd Mirth 122nd year of Ascendancy at 03:00 see stats
By Ariande the Shalore Archer level 20
4th Flare 122nd year of Ascendancy at 22:00 see stats
By Ariande the Shalore Archer level 30
9th Dusk 122nd year of Ascendancy at 07:31 see stats
By Ariande the Shalore Archer level 40
38th Dusk 122nd year of Ascendancy at 21:13 see stats
By Ariande the Shalore Archer level 50
72nd Dusk 122nd year of Ascendancy at 15:24 see stats
By Ariande the Shalore Archer level 50
75th Dusk 122nd year of Ascendancy at 00:03 see stats
By Ariande the Shalore Archer level 30
9th Dusk 122nd year of Ascendancy at 14:46 see stats
By Ariande the Shalore Archer level 18
1st Flare 122nd year of Ascendancy at 20:33 see stats
By Ariande the Shalore Archer level 13
9th Mirth 122nd year of Ascendancy at 08:24 see stats
By Ariande the Shalore Archer level 36
28th Dusk 122nd year of Ascendancy at 06:08 see stats
By Ariande the Shalore Archer level 35
21st Dusk 122nd year of Ascendancy at 03:39 see stats
By Ariande the Shalore Archer level 23
9th Flare 122nd year of Ascendancy at 21:00 see stats
Log
You don't see how to get there...
Ariande deactivates Concealment.
Ariande deactivates Intuitive Shots.
Ariande deactivates Aim.
Ariande wears: Chargeream.
Today is the 21st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:11.
Talent Blinding Speed is ready to use.
Ariande deactivates Daunting Presence.
Ariande deactivates Secrets of the Eternals.
Ariande deactivates Piercing Ammunition.
Ariande deactivates Precise Strikes.
Ariande deactivates Elemental Harmony.