












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 50 / 614% |
Size | small |
Lifes / Deaths | Killed by snow giant boulder thrower at level 20 on the 6th Decay 122nd year of Ascendancy at 23:30 0 / 8Killed by Walrog at level 23 on the 7th Allure 123rd year of Ascendancy at 10:53 Killed by Walrog at level 23 on the 7th Allure 123rd year of Ascendancy at 12:50 Killed by Celia at level 26 on the 50th Pyre 123rd year of Ascendancy at 08:26 Killed by Grand Corruptor at level 30 on the 37th Dusk 123rd year of Ascendancy at 10:52 Killed by faerlhing at level 39 on the 62nd Regrowth 124th year of Ascendancy at 18:20 Killed by Yvynor the Invoker at level 50 on the 24th Haze 124th year of Ascendancy at 05:27 Killed by Xanoyarin the Herald at level 50 on the 60th Haze 124th year of Ascendancy at 08:09 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 94 (base 60) |
Constitution | 96 (base 60) |
Magic | 18 (base 10) |
Willpower | 47 (base 29) |
Cunning | 140 (base 60) |
Resources
Life | -2020/1473 |
Stamina | 4/310 |
Healing Factor | 1.6349624060151 |
Regeneration | 12.979426317175 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -990.89677587016 |
Infravision | 5 |
See Stealth | 71.327703514839 |
See Invisible | 71.327703514839 |
Stealth | 75.689403286731 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 75 |
Crit Chance | 70% |
APR | 83 |
Speed | 0.90 |
Offense: Offhand
Damage | 83 |
Accuracy | 75 |
Crit Chance | 77% |
APR | 75 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Light | +20% |
Nature | +82% |
Fire | +11% |
Cold | +5% |
All | +2% |
Offense: Damage Penetration
Nature | +42% |
Mind | +32% |
Light | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 116 (100%) |
Defense | 102 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 32 |
Mental Save | 47 |
Defense: Resistances
Acid | + 36%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 46%( 70%) |
All | + 31%( 70%) |
Lightning | + 36%( 70%) |
Physical | + 39%( 70%) |
Temporal | + 37%( 70%) |
Darkness | + 33%( 70%) |
Mind | + 35%( 70%) |
Fire | + 36%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Disarm Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 819 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1010% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 6 turns. While Heroism is active, you will only die when reaching -883 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2977 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Numbing Poison |
talent | Stealth |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target burns with darkness, taking 46.55 damage each turn until it dies or runs away. Only Ashes Left |
beneficial effect | Keeps you from dying even if your life drops to -1778 Heroism |
beneficial effect | Parrying melee and ranged attacks: Has a 44% chance to deflect up to 26 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.5 and stamina regeneration by 1.2. Soothing Darkness |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
detrimental effect | The target is in the center of a lightning hurricane, doing 71.05 to 213.14 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 68 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by white ooze. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1599. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * You've found the needed ritch stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Cun ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue -5% Phys.save +14 (+3 eff.) Die.at -40.00 life Disease- +20% Cut- +20% Silence- +20% Knockbk- +20% ---------- misc Max.enc +33 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 T2 arrow ammo [Rare] Nature Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Proj.spd +200% Ranged+ +32 nature +20 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +7% all Apr +11 ----- def ----- Resists +3% all Spell.save +11 (+5 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 19 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +8 Dex +6 Cun +12 Con dps ---------- Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +21 Hardiness +11% Fatigue +5% Resists +8% physical Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 5% Stone Touch 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold +9% fire ----- def ----- Resists +3% darkness +9% temporal Spell.save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 14 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +18 Con dps ---------- Phys.crit +8.0% Acc +31 (+7 eff.) Apr +3 ----- def ----- Armour +14 Resists +5% arcane +3% physical Phys.save +20 (+5 eff.) ---------- misc Light +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Cun dps ---------- Acc +13 (+3 eff.) Apr +15 ----- def ----- Defense +33 (+6 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +12 Amulets can have magical properties. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Str +2 Mag +7 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +14 Defense +9 (+2 eff.) Resists +15% cold Crit.dmg- 15.00% Phys.save +20 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light Res.pen +25% mind +10% nature +10% light Melee Ret 4 mind 8 light ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% cold +7% fire +6% mind +7% lightning ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 746% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 953 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 127.22 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +24 (+6 eff.) Melee+ 25 fire Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% arcane ----- def ----- Resists +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Nature/Master Power 67.5 - 101.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Acc +21 (+5 eff.) ----- def ----- Defense +16 (+3 eff.) Disarm- +46% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane/Nature Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +13 Con +10 Wil ----- def ----- Max.HP +48.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +12 Dex +10 Mag +33 Wil +14 Cun +21 Con ----- def ----- Max.HP +54.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +83 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +15% Res.pen +20% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Str +10 Dex +6 Mag +19 Wil +13 Cun +19 Con Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 75.5 - 120.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +63 lightning +56 cold While equipped: dps ---------- Mov.spd +70% Res.pen +26% lightning +24% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+6 eff.) Res.pen +16% physical ----- def ----- Disarm- +41% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Arcane Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +21 lightning +16 fire +12 darkness On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +15% darkness +26% acid ----- def ----- Resists +15% darkness Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 133.20 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 19 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 blight +18 darkness Against +16% Living On Hit.r1 +8 acid On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Dex +5 Cun +2 Con ----- def ----- Disease- +29% ---------- misc Infravis +2 See.Invis +9 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +7% Res.pen +18% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +22 lightning +35 cold While equipped: Stats +4 Str dps ---------- Mov.spd +46% Dmg.mod +12% physical Res.pen +17% lightning +9% cold Acc +21 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +22.00% Apr +11 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 57.0 - 79.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +11 fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con +15 Wil ----- def ----- Max.HP +69.00 Blunt and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 16.5 - 21.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +11 fire On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Psionic Power 29.0 - 37.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 mind +13 temporal On Hit: * 26% chance to reduce all saves and defense by 32 While equipped: Stats +5 Cun +4 Wil ----- def ----- Resists +13% temporal Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +15% physical Acc +12 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 physical Dmg.mod +9% acid +8% fire +8% cold +15% physical Res.pen +4% acid +5% fire +4% cold +10% physical ----- def ----- Resists +8% physical Heal/summ +20 ---------- misc Max.summ +2 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 85.07 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +8 Mag dps ---------- Dmg.mod +12% temporal +12% physical Res.pen +12% temporal +15% physical ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 blight +30 cold On Crit.r2 +8 temporal On Hit: * 21% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +12 Dex +2 Mag dps ---------- Phys.crit +21.0% Spell.pwr +15 (+4 eff.) Dmg.mod +6% blight +33% cold Res.pen +12% physical Phasing +30% Acc +17 (+4 eff.) ---------- misc Max.vim +30.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Str +20 Dex +18 Mag +9 Wil +14 Cun +12 Con dps ---------- Res.pen +17% all Acc +29 (+6 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +10 lightning +11 cold Uses 2.0 Steam While equipped: Stats +8 Con +8 Wil dps ---------- Mov.spd +26% Res.pen +9% lightning +9% cold ----- def ----- Max.HP +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +16 Wil +4 Cun +10 Con dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Max.HP +63.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+2 eff.) Dmg.mod +17% physical Res.pen +11% all Acc +19 (+4 eff.) Apr +11 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.crit +8.0% Phys.pwr +9 (+4 eff.) Acc +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 5 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% Acc +6 (+2 eff.) ----- def ----- HP.reg +1.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% all Acc +34 (+7 eff.) Apr +12 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego+] Arcane/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +12.0% Capacity 16 Proj.spd +200% On Hit.r1 +9 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Psionic Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +33 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Disrupt Power 55.0 - 66.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 On Crit: * Deals 92 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 58.5 - 70.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +15.0% Capacity 21 Proj.spd +200% Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 22 Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage 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. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 fire Melee Ret 11 fire ----- def ----- Armour +14 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 20 lightning Melee Ret 17 lightning ----- def ----- Armour +13 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 35 [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+10 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 13 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +14 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +4 Mag dps ---------- Dmg.mod +12% light +17% darkness ----- def ----- Armour +10 Fatigue +8% Resists +17% light +17% darkness ---------- misc Wards +6 lightning +7 temporal +6 darkness +6 fire +7 nature +6 blight +5 cold +6 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +7% all Poison- +20% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +18 (+4 eff.) S.pwr/crit +4 Dmg.mod +17% light +16% darkness ----- def ----- Resists +11% all Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +18% temporal +14% physical Res.pen +13% temporal +10% physical ----- def ----- Resists +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Mind.crit +4% Spell.pwr +6 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +30% temporal +27% mind +49% arcane Res.pen +20% blight +5% cold +14% mind Melee Ret 4 blight 4 cold ----- def ----- Resists +18% blight +15% all ---------- misc Psi/turn +0.90 Max.mana +182.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +14% physical +21% temporal +14% all Res.pen +9% temporal +11% physical ----- def ----- Resists +15% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: Stats +8 Cun +3 Dex ----- def ----- Armour +14 Defense +15 (+3 eff.) Fatigue +8% Max.HP +38.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 7 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 41.66 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex ----- def ----- Armour +19 Defense +28 (+5 eff.) Fatigue +8% Resists +9% acid +12% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +44% blight +25% darkness +16% nature D.Red.from +13% Unnatural ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +53.00 HP.reg +6.60 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold Mind.save +17 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +15 Defense +14 (+3 eff.) Fatigue +12% Resists +12% light +11% darkness Mind.save +18 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +5% Phys.save +9 (+2 eff.) Max.HP +100.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Master While equipped: ----- def ----- Armour +22 Defense +5 (+1 eff.) Fatigue +12% Resists +22% acid +6% physical +9% fire +10% lightning +18% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 18 acid 17 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +25% acid +14% fire +24% cold A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 19 acid 17 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +19 Defense +15 (+3 eff.) Fatigue +12% Resists +24% acid +22% fire Mind.save +21 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +13 Fatigue +22% Resists +13% darkness +11% physical ---------- misc Light +2 Track: Puts all charms on 16 cooldown Level 2.6 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 47 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +16 Fatigue +33% Resists -15% light +12% fire +11% darkness +6% arcane Phys.save +8 (+2 eff.) Spell.save +24 (+10 eff.) Mind.save +8 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Master While equipped: Stats +11 Str +4 Con ----- def ----- Armour +16 Fatigue +22% Resists +16% darkness +12% physical Max.HP +89.00 ---------- misc Light +2 Track: Puts all charms on 16 cooldown Level 2.6 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 47 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +14% physical Res.pen +13% physical ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +14% blight +13% fire +15% light +15% nature Stealth +7 HP.reg +6.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% ----- def ----- Armour +3 Defense +5 (+1 eff.) ---------- misc Mana/turn +0.22 Max.mana +32.00 Evasion: (Instant) Puts all charms on 16 cooldown Level 5.2 Pwr.cost 16 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 37% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 29 arcane resource burn ----- def ----- Armour +3 Spell.save +15 (+7 eff.) Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: * 28 arcane resource burn Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Acc +4 (+1 eff.) Apr +12 On Melee Ret: * 26 arcane resource burn ----- def ----- Armour +3 Resists +6% blight Spell.save +34 (+14 eff.) Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% On Hit: * 23% chance to reduce armor by 15% * 19% chance to slow global speed by 60% * 21 arcane resource burn Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 7 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 43.43 fire damage and 47.73 darkness damage in a radius of 6. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! These fell looking gloves glow with untold power. |
![]() 1.5 T4 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +4 Wil +5 Cun dps ---------- Melee+ 7 acid 7 fire 6 cold 7 lightning ----- def ----- Armour +3 Fatigue +5% Resists +5% light +8% darkness ---------- misc Infravis +2 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +9 ice +19 fire +19 acid +28 lightning On Crit.r2 +19 light +30 darkness Starfall: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.72 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +17% Mind.crit +20% Crit.mult +11.00% Spell.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.28 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +19.0% Atk.spd 83% Melee+ +13 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 8 lightning Dmg.mod +9% lightning +9% arcane ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +13 arcane On Crit.r2 +10 lightning +14 arcane On Hit: 10% Lightning Breath 5 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- Mind.crit +7% Spell.pwr +8 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +29 (+10 eff.) Confus- -20% Fear- -20% ---------- misc Mana/turn +2.10 Mana/ret +2.10 Max.mana +86.00 Hateful Whisper: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 183 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +10% mind +15% physical ----- def ----- Defense +3 (+1 eff.) Resists +16% mind +15% physical Phys.save +9 (+2 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.psi +24.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +17% lightning ----- def ----- Defense +3 (+1 eff.) Resists +25% lightning Spell.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +4% Resists +3% all Phys.save +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +15% light Res.pen +10% acid On Hit (Melee): * 21% chance to reduce armor by 15% ----- def ----- Armour +5 Defense +25 (+5 eff.) Fatigue +5% Crit.dmg- 10.00% Phys.save +15 (+4 eff.) Disarm- +21% Stun/Frz- +20% Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego++] Master While equipped: Stats +8 Str +8 Dex +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +11% blight Mind.save +13 (+4 eff.) Skullcracker: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 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 68.8 Physical damage. If the attack hits, the target is confused (45% 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. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 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: 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. |
![]() 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 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 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 43 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.97 cold damage and 6.77 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 54 power out of 100/100 The very essence of bearness! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 43 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 54 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +18 Str +9 Wil dps ---------- Phys.crit +13.0% Mind.crit +13% Dmg.mod +6% lightning +12% fire +12% mind +3% nature Apr +12 Melee Ret 4 nature 4 fire ----- def ----- Resists +18% lightning +9% fire +6% nature Mind.save +15 (+5 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 14 cooldown Level 3.9 Pwr.cost 14 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 16 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 495.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 459 physical damage Puts all charms on 8 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 20 spaces and dealing 780 physical damage Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +8 Cun +3 Mag dps ---------- Phys.crit +4.0% Dmg.mod +15% physical ----- def ----- Resists +18% acid Crit.dmg- 15.66% Phys.save +15 (+4 eff.) ---------- misc Max.stam +31.32 Light +3 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 11 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Raimier the Halfling Rogue level 36
32nd Regrowth 124th year of Ascendancy at 07:55 see stats
By Raimier the Halfling Rogue level 25
63rd Regrowth 123rd year of Ascendancy at 17:22 see stats
By Raimier the Halfling Rogue level 35
1st Regrowth 124th year of Ascendancy at 02:02 see stats
By Raimier the Halfling Rogue level 40
64th Regrowth 124th year of Ascendancy at 23:54 see stats
By Raimier the Halfling Rogue level 40
2nd Summertide 124th year of Ascendancy at 23:57 see stats
By Raimier the Halfling Rogue level 38
58th Regrowth 124th year of Ascendancy at 21:06 see stats
By Raimier the Halfling Rogue level 26
62nd Pyre 123rd year of Ascendancy at 05:34 see stats
By Raimier the Halfling Rogue level 29
2nd Dusk 123rd year of Ascendancy at 16:53 see stats
By Raimier the Halfling Rogue level 48
13rd Haze 124th year of Ascendancy at 06:55 see stats
By Raimier the Halfling Rogue level 15
16th Haze 122nd year of Ascendancy at 07:31 see stats
By Raimier the Halfling Rogue level 43
8th Dusk 124th year of Ascendancy at 23:01 see stats
By Raimier the Halfling Rogue level 37
47th Regrowth 124th year of Ascendancy at 17:21 see stats
By Raimier the Halfling Rogue level 28
3rd Flare 123rd year of Ascendancy at 17:45 see stats
By Raimier the Halfling Rogue level 48
13rd Haze 124th year of Ascendancy at 06:03 see stats
By Raimier the Halfling Rogue level 21
7th Decay 122nd year of Ascendancy at 11:40 see stats
By Raimier the Halfling Rogue level 20
55th Haze 122nd year of Ascendancy at 02:46 see stats
By Raimier the Halfling Rogue level 27
64th Pyre 123rd year of Ascendancy at 12:06 see stats
By Raimier the Halfling Rogue level 43
9th Dusk 124th year of Ascendancy at 19:10 see stats
By Raimier the Halfling Rogue level 47
50th Dusk 124th year of Ascendancy at 14:49 see stats
By Raimier the Halfling Rogue level 25
63rd Regrowth 123rd year of Ascendancy at 16:38 see stats
By Raimier the Halfling Rogue level 42
3rd Summertide 124th year of Ascendancy at 11:19 see stats
By Raimier the Halfling Rogue level 45
20th Dusk 124th year of Ascendancy at 22:43 see stats
By Raimier the Halfling Rogue level 10
2nd Summertide 122nd year of Ascendancy at 17:07 see stats
By Raimier the Halfling Rogue level 20
54th Haze 122nd year of Ascendancy at 19:52 see stats
By Raimier the Halfling Rogue level 30
30th Dusk 123rd year of Ascendancy at 07:38 see stats
By Raimier the Halfling Rogue level 40
64th Regrowth 124th year of Ascendancy at 15:32 see stats
By Raimier the Halfling Rogue level 50
22nd Haze 124th year of Ascendancy at 15:19 see stats
By Raimier the Halfling Rogue level 50
58th Haze 124th year of Ascendancy at 23:57 see stats
By Raimier the Halfling Rogue level 47
55th Dusk 124th year of Ascendancy at 02:41 see stats
By Raimier the Halfling Rogue level 12
2nd Dusk 122nd year of Ascendancy at 21:13 see stats
By Raimier the Halfling Rogue level 33
6th Allure 124th year of Ascendancy at 05:24 see stats
By Raimier the Halfling Rogue level 20
55th Haze 122nd year of Ascendancy at 03:51 see stats
By Raimier the Halfling Rogue level 38
53rd Regrowth 124th year of Ascendancy at 15:43 see stats
By Raimier the Halfling Rogue level 25
63rd Regrowth 123rd year of Ascendancy at 17:22 see stats
By Raimier the Halfling Rogue level 8
4th Mirth 122nd year of Ascendancy at 07:35 see stats
By Raimier the Halfling Rogue level 50
36th Haze 124th year of Ascendancy at 21:03 see stats
By Raimier the Halfling Rogue level 25
52nd Regrowth 123rd year of Ascendancy at 23:06 see stats
By Raimier the Halfling Rogue level 25
60th Regrowth 123rd year of Ascendancy at 23:06 see stats
By Raimier the Halfling Rogue level 18
54th Haze 122nd year of Ascendancy at 02:10 see stats
By Raimier the Halfling Rogue level 48
6th Haze 124th year of Ascendancy at 02:13 see stats
By Raimier the Halfling Rogue level 25
52nd Regrowth 123rd year of Ascendancy at 10:28 see stats
By Raimier the Halfling Rogue level 30
31st Dusk 123rd year of Ascendancy at 00:34 see stats
By Raimier the Halfling Rogue level 17
50th Haze 122nd year of Ascendancy at 05:00 see stats
By Raimier the Halfling Rogue level 33
8th Allure 124th year of Ascendancy at 06:08 see stats
By Raimier the Halfling Rogue level 31
2nd Decay 123rd year of Ascendancy at 11:56 see stats
Log
Xanoyarin the Herald hits Raimier for 355 cold damage.
Xanoyarin the Herald hits Ce'Nynor the Storm Terror for 220 cold damage.
Ce'Nynor the Storm Terror's spell attains critical power!
Ce'Nynor the Storm Terror's Living Lightning hits Raimier for (15 to ice), 23 lightning (23 total damage).
Ce'Nynor the Storm Terror casts Lightning.
Raimier resists!
Ce'Nynor the Storm Terror hits Raimier for (110 to ice), 164 lightning (164 total damage).
Ce'Nynor the Storm Terror hits Raimier for (34 to ice), 52 physical, (35 to ice), 52 fire (104 total damage).
Raimier uses Relentless Pursuit.
Raimier is free from the ice.
Raimier stops burning.
Raimier uses Throwing Knives.
Raimier burns with dark flames.
Hurricane from Ce'Nynor the Storm Terror hits Raimier for 122 lightning damage.
Hurricane from Ce'Nynor the Storm Terror hits Xanoyarin the Herald for 110 lightning damage.
Raimier's Throwing Knife performs a melee critical strike against Xanoyarin the Herald!
Xanoyarin the Herald starts to bleed.
Raimier's Throwing Knife hits Xanoyarin the Herald for 149 physical damage.
Melee retaliation hits Raimier for 29 cold damage.
Xanoyarin the Herald spits acid!
Xanoyarin the Herald roars triumphantly.
Xanoyarin the Herald hits Raimier for 206 acid damage.
Raimier the level 50 halfling rogue was melted to death by Xanoyarin the Herald on level 1 of Hidden Vault - Gorbat Pride (3).
Raimier is no longer evading attacks.
The Hurricane around Raimier dissipates.
Raimier deactivates Numbing Poison.
Raimier deactivates Quickdraw.
Raimier deactivates Stealth.
Raimier stops burning.