









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ghoul |
Class | Temporal Warden |
Level / Exp | 47 / 59% |
Size | big |
Lifes / Deaths | Killed by Emelassra the degenerated skeleton warrior at level 12 on the 9th Dusk 122nd year of Ascendancy at 09:08 0 / 8Killed by Zaro the halfling at level 15 on the 27th Dusk 122nd year of Ascendancy at 07:25 Killed by Urkis, the High Tempest at level 31 on the 25th Haze 122nd year of Ascendancy at 05:25 Killed by Aerotha the blinkwyrm at level 35 on the 9th Decay 122nd year of Ascendancy at 16:24 Killed by The Shade of Telos at level 45 on the 9th Pyre 123rd year of Ascendancy at 15:40 Killed by The Shade of Telos at level 45 on the 9th Pyre 123rd year of Ascendancy at 23:53 Killed by orc necromancer at level 46 on the 59th Pyre 123rd year of Ascendancy at 19:56 Killed by Ivedawen the blinkwyrm at level 47 on the 65th Pyre 123rd year of Ascendancy at 13:08 |
Primary Stats
Strength | 31 (base 15) |
Dexterity | 67 (base 57) |
Constitution | 31 (base 12) |
Magic | 76 (base 60) |
Willpower | 48 (base 39) |
Cunning | 38 (base 33) |
Resources
Life | -23/1777 |
Paradox | 434 |
Steam | 100/100 |
Healing Factor | 1.5658714593978 |
Regeneration | 3.7580915025547 |
Speed
Mental | +9.99999999999% |
Attack | -7.9714013168086E-12% |
Movement | +36.804258065936% |
Spell | -7.9714013168086E-12% |
Global | +80% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
See Stealth | 25.763308658339 |
See Invisible | 25.763308658339 |
Offense: Mainhand
Damage | 189 |
Accuracy | 63 |
Crit Chance | 32% |
APR | 29 |
Speed | 0.91 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 9% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 16% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Darkness | +17% |
Light | +18% |
Temporal | +14% |
Physical | +114% |
All | 0% |
Nature | +12% |
Offense: Damage Penetration
Lightning | +33% |
Temporal | +22% |
Physical | +75% |
Arcane | +48% |
Darkness | +23% |
All | +8% |
Defense: Base
Armour (hardiness) | 14 (49.007671158813%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 35 |
Mental Save | 45 |
Defense: Resistances
Darkness | + 56%( 70%) |
Physical | + 63%( 70%) |
Nature | + 61%( 70%) |
Mind | + 46%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 59%( 70%) |
All | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 44% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 10% |
Silence Resistance | 78% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Disarm Resistance | 100% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 times. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
beneficial effect | The target is out of phase with reality, increasing defense by 24, resist all by 20%, and reducing the duration of detrimental timed effects by 15%. Out of PhaseThese effects cap at 40%. |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 22, and granting a 5% chance to ignore critical hits. Precognition |
detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
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 |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Xanada the orc archer. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
You failed to protect the lost defiler from death by Adelera the dredgling. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Poluba the fox. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Adelralaith the skeleton warrior. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 822. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 your homeland 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 Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% physical Apr +4 ----- def ----- Armour +12 Defense +20 (+4 eff.) Fatigue +3% Phys.save +18 (+6 eff.) Silence- +38% Confus- +34% Stun/Frz- +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 T4 arrow ammo [Random Unique] Arcane/Master Power 58.5 - 81.9 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 44 Ranged+ +12 blight +33 cold On Hit.r1 +16 temporal On Crit.r2 +8 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Res.pen +13% all Apr +11 ----- def ----- Resists +6% darkness Crit.chn- 15.00% Max.HP +52.00 Heal.mod +10% Blind- +10% Pinning- +10% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Wil +3 Mag dps ---------- Mind.crit +3% Spell.pwr +4 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +11% darkness +14% physical ----- def ----- Defense +2 (+0 eff.) Resists +8% darkness +11% physical Silence- +40% ---------- misc Max.hate +7.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% physical ----- def ----- Resists +5% arcane Max.HP +34.00 Heal.mod +20% Cut- +20% Disarm- +38% Pinning- +38% Knockbk- +38% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Defense +10 (+2 eff.) Fatigue -8% Resists +9% mind +6% cold Cut- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Max.enc +29 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +9 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +12% light Res.pen +25% lightning ----- def ----- Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 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 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +16 light While equipped: Stats +9 Dex +8 Mag dps ---------- Dmg.mod +17% physical +14% temporal +6% darkness +6% light Res.pen +14% temporal +15% darkness +67% physical ---------- misc Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +15% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness Crit.chn- 10.00% Phys.save +7 (+3 eff.) Mind.save +5 (+1 eff.) Max.HP +80.00 Disarm- +130% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +12% nature +26% physical Melee Ret 6 lightning ----- def ----- Resists +13% all +26% physical ---------- misc Psi/ret +0.20 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +25% nature +25% cold Crit.chn- 10.00% Mind.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 Max.hate +8.00 Infravis +2 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 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +25% arcane ----- def ----- Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Light +2 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 551% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 197.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 7 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +3 Mag +5 Cun +4 Con dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +6% acid +5% cold +7% fire +12% mind +5% lightning Res.pen +5% mind ----- def ----- Fatigue -6% Mind.save +3 (+1 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.60 Masteries +0.19 Chronomancy/Temporal Guardian +0.19 Chronomancy/Chronomancy Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +8 ---------- misc Psi/ret +0.04 Max.hate +6.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex dps ---------- Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +8% blight +29% fire On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +6% fire Res.Cap +3% all Phys.save +9 (+3 eff.) Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +7 Mag +15 Wil +7 Cun +10 Con dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +14 (+5 eff.) Mind.pwr +13 (+5 eff.) Dmg.mod +6% cold Res.pen +26% lightning +26% cold Melee Ret 2 cold ----- def ----- Resists +3% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% mind +18% cold Res.pen +26% temporal +26% arcane +15% mind On Hit (Melee): * 21% chance to reduce all saves and defense by 29 ----- def ----- Resists +36% cold Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 55% Dex, 95% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) 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 (+5 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. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 31.5 - 41.0 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 50.5 - 65.7 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +47% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 37.0 - 48.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 79 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +28% fire Res.pen +21% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature Power 27.0 - 35.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +7 Mag +7 Wil +8 Cun +7 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.5 - 50.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +15 (+4 eff.) Apr +9 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 53.5 - 80.2 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +12 light On Crit.r2 +8 nature +12 light While equipped: Stats +5 Wil +3 Cun +4 Con dps ---------- Dmg.mod +15% nature Res.pen +19% all Acc +30 (+7 eff.) Apr +19 Melee Ret 10 lightning ----- def ----- Resists +12% nature Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master/Psionic Power 53.5 - 80.2 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +30 mind On Hit: * 38% chance to reduce all saves and defense by 29 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +16.0% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 62.5 - 100.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 temporal While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +28 (+7 eff.) ----- def ----- Resists +24% temporal Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 59.5 - 95.2 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +59 lightning +59 cold While equipped: dps ---------- Mov.spd +60% Res.pen +19% lightning +17% cold +14% all Acc +19 (+5 eff.) Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.0 - 100.8 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +16 (+4 eff.) Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +27 lightning +21 cold While equipped: Stats +9 Con dps ---------- Phys.crit +6.0% Mov.spd +56% Dmg.mod +3% arcane +12% mind Res.pen +14% lightning +15% cold +15% mind Acc +15 (+4 eff.) On Hit (Ranged): * 20% chance to reduce all saves and defense by 29 ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
![]() 4.0 T5 longbow 2H weapon [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +8 cold While equipped: Stats +9 Cun dps ---------- Phys.spd +10% Dmg.mod +27% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 44.0 - 61.6 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +12% lightning +6% blight Res.pen +11% all Phasing +34% Acc +50 (+12 eff.) Apr +11 ----- def ----- Resists +6% arcane +9% lightning ---------- misc Mana/turn +0.12 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 38.00 arcane and 44.46 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge Dust to Dust: Level 3.0 Pwr.cost 3 out of 3/3. Range 10 Travel.spd instantaneous Is a spell Description: Fires a beam that turns matter into dust, inflicting 79.34 temporal damage and 148.94 physical (warp) damage. Alternatively you may target yourself, creating a field of radius 2 around you that will inflict the damage over three turns. The damage will scale with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 35.5 - 49.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil +5 Cun dps ---------- Acc +13 (+3 eff.) On Hit (Melee): * 21% chance to slow global speed by 56% ----- def ----- Defense +13 (+3 eff.) Resists +16% mind +9% light Crit.chn- 10.00% Disarm- +44% ---------- misc Infravis +3 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +8 nature While equipped: Stats +2 Dex +4 Mag dps ---------- Mind.crit +5% Mind.pwr +17 (+6 eff.) Melee+ 20 physical Dmg.mod +6% nature +20% physical Res.pen +17% physical ----- def ----- Resists +13% physical +9% temporal Mind.save +9 (+3 eff.) ---------- misc Max.psi +33.00 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 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +14% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +6% nature Res.pen +9% nature ----- def ----- Resists +6% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +5% Melee+ 10 fire Dmg.mod +4% nature +8% fire Res.pen +8% fire ----- def ----- Resists +5% blight +7% fire Disease- +14% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Temporal Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning Res.pen +8% lightning ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff On Spell Hit: 10% Suncloak 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff On Spell Hit: 10% Displacement Shield 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +14 Wil +14 Cun dps ---------- Spell.crit +5% Crit.mult +26.00% Spell.pwr +24 (+8 eff.) S.pwr/crit +7 Melee+ 25 fire Dmg.mod +30% darkness ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Str +9 Dex +6 Mag +9 Wil +8 Cun +13 Con dps ---------- Res.pen +10% all Acc +17 (+4 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 On Crit.r2 +65 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +11 (+3 eff.) All.spd +5% Res.pen +15% fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 fire Melee Ret 7 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +15% light +18% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +11 (+3 eff.) Melee+ 8 fire Melee Ret 8 fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 51.5 - 77.2 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +15 Defense +10 (+2 eff.) Fatigue +12% Phys.save +11 (+4 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Melee+ 19 acid 15 nature On Hit (Melee): * 19 arcane resource burn On Melee Ret: * 11 arcane resource burn ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +14% acid +13% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Psionic/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +67 Melee+ +13 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +15% physical Shield.near.proj +76 Proj.slow +22% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 42.0 - 58.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +20 lightning On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +15 (+4 eff.) Dmg.mod +15% lightning +6% cold Res.pen +20% darkness +15% lightning Melee Ret 10 darkness ----- def ----- Resists +12% lightning +6% darkness One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Nature Power 10.0 - 14.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +19 acid +13 nature While equipped: dps ---------- Res.pen +12% acid +9% nature Apr +7 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 41.5 - 58.1 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 light Against +20% Undead On Hit.r1 +12 fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 38.0 - 53.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +6 Str dps ---------- Dmg.mod +12% physical Acc +25 (+6 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 40.0 - 56.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 21% chance to slow global speed by 56% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +24% cold Acc +25 (+6 eff.) ----- def ----- Defense +25 (+5 eff.) Resists +15% nature +12% cold Die.at -82.75 life Heal.mod +21% Teleport- +21% One-handed war axes. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Phys.save +11 (+4 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life Max.HP +51.00 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 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+12 eff.) Dmg.mod +37% lightning +37% temporal +37% physical +37% fire +37% arcane +37% cold ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +30 (+8 eff.) Dmg.mod +29% acid Res.pen +15% nature On Hit (Melee): * 21% chance to slow global speed by 56% ----- def ----- Armour +10 Resists +43% acid +18% cold +5% arcane +15% all Cut- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Spell.pwr +10 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +13% all ----- def ----- Resists +15% all Mind.save +25 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +14% lightning +9% physical +12% mind +12% cold ----- def ----- Resists +7% lightning +8% cold +12% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 39% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Wil +4 Mag dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +5 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +4% Resists +8% cold +12% fire ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Defense +30 (+6 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life HP.reg +4.00 Blind- +10% Silence- +24% Confus- +23% Stun/Frz- +24% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T4 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 30 mind 30 darkness On Hit (Melee): * 22% chance to reduce all saves and defense by 29 ----- def ----- Armour +7 Mind.save +2 (+0 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% 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 ---------- On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Spell.save +21 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.crit +6% Spell.pwr +22 (+8 eff.) Melee+ 15 arcane Dmg.mod +6% arcane ----- def ----- Armour +3 Resists +7% arcane ---------- misc Mana/turn +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 35 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Dex +6 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +10% physical +12% lightning +15% fire +9% mind +13% cold Phys.save +12 (+4 eff.) Mind.save +15 (+5 eff.) HP.reg +4.00 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% HP.reg +4.50 ---------- misc Infravis +6 See.Stealth +13 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 41% and attempts to push all creatures other than yourself out of its radius, inflicting 9.60 light damage and 9.52 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +9 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +15% darkness ---------- misc Infravis +5 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +9 Cun ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +4% temporal +6% light +6% fire +6% nature +4% acid +6% blight +6% cold +6% darkness Mind.save +11 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +7% temporal +3% light +6% fire +7% nature +6% acid +5% blight +6% cold +7% darkness ---------- misc Mana/turn +2.70 Mana/ret +1.80 Max.mana +53.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Master While equipped: Stats +10 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +16% darkness +15% physical HP.reg +5.60 ---------- misc Stam/turn +1.50 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +40.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +30.00 HP.reg +5.00 Heal.mod +15% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% nature +16% blight Max.HP +56.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +6 Str +10 Dex +8 Cun ----- def ----- Armour +12 Defense +27 (+5 eff.) Fatigue +8% Resists +17% darkness +13% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Psionic While equipped: Stats +6 Cun +8 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +9% mind Mind.save +42 (+14 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +16% nature +15% blight D.Red.from +12% Unnatural Max.HP +61.00 HP.reg +6.20 Heal.mod +14% A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +25% temporal +10% mind Melee Ret 10 lightning On Hit (Melee): * 21% chance to reduce all saves and defense by 29 ----- def ----- Armour +10 Fatigue +8% Resists +6% lightning +30% cold +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% fire +25% cold ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Melee Ret: * 29% chance to reduce all saves and defense by 29 ----- def ----- Armour +10 Fatigue +8% Resists +16% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (361) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 100% Mag, 60% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T1 arrow ammo [Ego+] Psionic Power 13.0 - 18.2 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 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 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% acid +6% fire Melee Ret 8 light ----- def ----- Resists +12% acid +6% fire +6% darkness ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature On Hit (Melee): * 21% chance to reduce armor by 34% ----- def ----- Resists +6% lightning +12% light Phys.save +15 (+5 eff.) Die.at -82.75 life ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag 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 Con +5 Mag 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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 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 [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 3.0 T5 shot ammo [Ego+] Psionic Power 53.0 - 63.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% fire Melee Ret 4 fire ----- def ----- Resists +9% lightning +12% fire Blast the opponent's mind dealing 400 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 225 for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Str +3 Mag ----- def ----- Armour +10 Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +2.07 Sting an enemy dealing 567 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. 100% to gain a 34% chance to evade weapon attacks for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Str +3 Dex dps ---------- Crit.mult +15.00% Dmg.mod +24% nature Res.pen +20% mind +20% nature ----- def ----- Resists +9% light ---------- misc Infravis +3 See.Invis +18 Fire a magical bolt dealing 460 lightning damage Puts all charms on 15 cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 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 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: 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. |
Achievements
By horse the Ghoul Temporal Warden level 36
3rd Allure 123rd year of Ascendancy at 13:48 see stats
By horse the Ghoul Temporal Warden level 36
1st Allure 123rd year of Ascendancy at 17:51 see stats
By horse the Ghoul Temporal Warden level 46
53rd Pyre 123rd year of Ascendancy at 09:22 see stats
By horse the Ghoul Temporal Warden level 39
8th Regrowth 123rd year of Ascendancy at 17:20 see stats
By horse the Ghoul Temporal Warden level 38
4th Regrowth 123rd year of Ascendancy at 14:46 see stats
By horse the Ghoul Temporal Warden level 32
66th Haze 122nd year of Ascendancy at 05:05 see stats
By horse the Ghoul Temporal Warden level 31
26th Haze 122nd year of Ascendancy at 03:43 see stats
By horse the Ghoul Temporal Warden level 21
48th Dusk 122nd year of Ascendancy at 19:28 see stats
By horse the Ghoul Temporal Warden level 32
27th Haze 122nd year of Ascendancy at 01:44 see stats
By horse the Ghoul Temporal Warden level 26
68th Dusk 122nd year of Ascendancy at 05:04 see stats
By horse the Ghoul Temporal Warden level 30
21st Haze 122nd year of Ascendancy at 18:54 see stats
By horse the Ghoul Temporal Warden level 10
5th Dusk 122nd year of Ascendancy at 08:11 see stats
By horse the Ghoul Temporal Warden level 20
42nd Dusk 122nd year of Ascendancy at 21:02 see stats
By horse the Ghoul Temporal Warden level 30
2nd Haze 122nd year of Ascendancy at 02:44 see stats
By horse the Ghoul Temporal Warden level 40
13rd Regrowth 123rd year of Ascendancy at 22:53 see stats
By horse the Ghoul Temporal Warden level 29
1st Haze 122nd year of Ascendancy at 12:30 see stats
By horse the Ghoul Temporal Warden level 30
15th Haze 122nd year of Ascendancy at 11:57 see stats
By horse the Ghoul Temporal Warden level 29
1st Haze 122nd year of Ascendancy at 12:30 see stats
By horse the Ghoul Temporal Warden level 45
8th Pyre 123rd year of Ascendancy at 18:14 see stats
By horse the Ghoul Temporal Warden level 42
56th Regrowth 123rd year of Ascendancy at 07:38 see stats
By horse the Ghoul Temporal Warden level 38
4th Regrowth 123rd year of Ascendancy at 19:03 see stats
By horse the Ghoul Temporal Warden level 8
2nd Dusk 122nd year of Ascendancy at 09:40 see stats
By horse the Ghoul Temporal Warden level 32
66th Haze 122nd year of Ascendancy at 05:25 see stats
By horse the Ghoul Temporal Warden level 13
15th Dusk 122nd year of Ascendancy at 03:49 see stats
By horse the Ghoul Temporal Warden level 29
2nd Haze 122nd year of Ascendancy at 01:33 see stats
By horse the Ghoul Temporal Warden level 41
35th Regrowth 123rd year of Ascendancy at 06:57 see stats
By horse the Ghoul Temporal Warden level 23
55th Dusk 122nd year of Ascendancy at 09:17 see stats
By horse the Ghoul Temporal Warden level 17
38th Dusk 122nd year of Ascendancy at 17:49 see stats
By horse the Ghoul Temporal Warden level 35
1st Wintertide 123rd year of Ascendancy at 03:33 see stats
Log
Ivedawen the blinkwyrm rushes out!
Your shield crumbles under the damage!
The shield around horse crumbles.
Ivedawen the blinkwyrm performs a melee critical strike against horse!
Ivedawen the blinkwyrm's spell attains critical power!
Melee retaliation hits Ivedawen the blinkwyrm for 6 lightning, 5 light, 6 lightning, 5 light (21 total damage).
Ivedawen the blinkwyrm hits horse for (45 absorbed), 0 physical, (24 absorbed), 8 darkness, 26 physical, 34 darkness, 96 lightning (163 total damage).
Ivedawen the blinkwyrm is no longer invisible.
Ivedawen the blinkwyrm casts Manathrust.
Ivedawen the blinkwyrm's spell attains critical power!
Ivedawen the blinkwyrm hits horse for 162 arcane damage.
Talent Dimensional Step is ready to use.
Talent Temporal Hounds is ready to use.
Talent Haste is ready to use.
Horse casts Dimensional Step.
Horse emerges from a space-time rift!
Talent Retch is ready to use.
Horse casts Precognition.
Ivedawen the blinkwyrm casts Temporal Shield.
The very fabric of time alters around Ivedawen the blinkwyrm.
Ivedawen the blinkwyrm activates Stealth.
Talent Guardian Unity is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Rune: Dissipation is ready to use.
Ivedawen the blinkwyrm uses Charge Leech.