













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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.
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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:
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.
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 46 / 27% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 46 on the 24th Profit 123rd year of Ascendancy at 09:23 / 1 |
Primary Stats
Strength | 102 (base 57) |
Dexterity | 22 (base 10) |
Constitution | 24 (base 16) |
Magic | 83 (base 60) |
Willpower | 86 (base 57) |
Cunning | 25 (base 10) |
Resources
Life | -452/1509 |
Mana | 685/750 |
Equilibrium | 45 |
Steam | 100/100 |
Healing Factor | 1.4572674059366 |
Regeneration | 14.93699091085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 9 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 245 |
Accuracy | 57 |
Crit Chance | 14% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 119 |
Accuracy | 57 |
Crit Chance | 14% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Nature | +25% |
Acid | +12% |
Arcane | +24% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +47% |
Light | +22% |
Darkness | +17% |
Lightning | +32% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 97.361740504932 (81.898876157654%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 28 |
Physical Save | 69 |
Spell Save | 64 |
Mental Save | 50 |
Defense: Resistances
Acid | + 69%( 70%) |
Blight | + 25%( 70%) |
Physical | + 45%( 70%) |
Cold | + 57%( 70%) |
All | + 12%( 70%) |
Lightning | + 68%( 70%) |
Light | + 35%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 40%( 70%) |
Darkness | + 63%( 70%) |
Fire | + 47%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 74% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 40% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 180 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 Strength stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 123. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. | 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 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +24% arcane Apr +12 ----- def ----- Armour +12 Fatigue +4% Phys.save +15 (+4 eff.) Silence- +40% Confus- +44% Pinning- +25% Stun/Frz- +31% Knockbk- +25% Teleport- +100% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 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. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +25% lightning +10% acid +7% all Apr +8 Melee Ret 6 acid 19 fire ----- def ----- Resists +6% temporal +7% cold +6% fire Def/telep +13 Res/telep +13% Dur/telep +10% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +13 Str +12 Wil dps ---------- Spell.crit +2% Phys.pwr +21 (+4 eff.) Spell.pwr +20 (+7 eff.) Acc +25 (+6 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +5 Fatigue +5% Resists +28% physical +17% light +18% darkness Phys.save +27 (+7 eff.) ---------- misc Mana/s.crit +2.00 Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 15 mind 31 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Mind.save -12 (-4 eff.) Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +9 Wil +10 Mag dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Heal.mod +20% Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +16% nature ----- def ----- Resists +20% acid +26% fire +26% cold +32% nature +19% lightning HP.reg +5.00 Stun/Frz- +35% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +5 Cun +3 Con dps ---------- Melee+ 26 physical Ranged+ 25 physical Dmg.mod +6% mind Res.pen +5% mind Acc +18 (+4 eff.) Melee Ret 4 fire On Hit (Melee): * 16% chance to reduce all saves and defense by 31 On Hit (Ranged): * 18% chance to reduce all saves and defense by 31 ----- def ----- Resists +15% mind Spell.save +14 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +30.00 Max.hate +13.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 182% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +272 While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% light +10% acid On shield block: * Cause enemies within radius 6 to bleed for 331 physical damage over 5 turns (1/turn) Melee Ret 6 acid ----- def ----- Armour +17 Fatigue +8% Resists +6% acid +6% light +8% fire +12% cold +9% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Fatigue -20% Confus- +30% Stun/Frz- +30% ---------- misc Max.enc +50 Mana/s.crit +3.00 Surround yourself with a magical shield (strength 307, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 177% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 Melee+ +13 nature +8 darkness While equipped: dps ---------- Dmg.mod +12% darkness On shield block: * Cause enemies within radius 6 to bleed for 331 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +12% acid +15% blight +6% lightning +17% nature +17% mind Max.HP +69.00 ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +14% darkness Res.pen +10% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +8 (+4 eff.) Resists +15% acid +13% darkness +30% lightning +6% cold +3% light Phys.save +15 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +14 (+4 eff.) Stealth +10 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +9 Str dps ---------- Dmg.mod +9% nature Res.pen +20% acid Melee Ret 50 physical On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +33 Fatigue +23% Resists +12% acid +9% physical +12% darkness +3% nature Max.HP +100.00 HP.reg +5.00 Heal.mod +14% ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 239 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 616% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 879% 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 722 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 515 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 darkness, 3 blight, 4 fire, 5 mind, 3 temporal 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 609 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 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 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 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 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Resists +14% lightning +6% acid +9% nature +9% blight Die.at -80.00 life Stun/Frz- +24% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% cold ----- def ----- Resists +12% lightning +6% temporal +3% light Stun/Frz- +24% 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 (+4 eff.) Spell.save +15 (+4 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 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Resists +17% lightning +12% temporal +9% nature Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Stun/Frz- +32% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil +6 Mag dps ---------- Mind.crit +3% Melee+ 7 light 8 darkness Dmg.mod +18% physical +7% light +7% darkness On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 27 * 7% chance to blind * 26% chance to reduce damage dealt by 25% ----- def ----- Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 316 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +7 Dex +10 Lck dps ---------- Acc +14 (+3 eff.) Melee Ret 4 physical ----- def ----- Defense +19 (+10 eff.) Resists +3% nature Unseen.red 12% Cut- +10% ---------- misc Max.stam +20.00 Masteries +0.38 Spell/Eldritch stone +0.38 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +6% fire +8% cold +7% lightning On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +16% lightning +9% fire +6% acid Phys.save +24 (+6 eff.) Spell.save +24 (+6 eff.) Mind.save +19 (+6 eff.) Stun/Frz- +31% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Wil dps ---------- Spell.pwr +10 (+4 eff.) Res.pen +20% arcane +10% acid Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +12% physical Heal.mod +24% Cut- +70% ---------- misc Stam/turn +0.70 Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +7 Dex dps ---------- Crit.mult +5.00% Res.pen +20% acid Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +15% lightning Acc +9 (+2 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Defense +8 (+4 eff.) Spell.save +22 (+6 eff.) ---------- misc Max.stam +35.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +14 Cun +5 Dex dps ---------- Res.pen +10% darkness +15% nature Acc +7 (+2 eff.) ----- def ----- Resists +6% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +7 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+2 eff.) Melee+ 6 physical Ranged+ 11 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 31 On Hit (Ranged): * 13% chance to reduce all saves and defense by 31 ----- def ----- Silence- +26% ---------- misc Mana/turn +0.12 Equi/ret +0.08 Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Phys.pwr +30 (+6 eff.) Spell.pwr +10 (+4 eff.) Acc +30 (+7 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +4 Defense +20 (+10 eff.) Resists +9% acid Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Armour +6 Defense +5 (+3 eff.) ---------- misc Wards +2 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 50% Mag, 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Psionic Power 160% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +13 Str +5 Dex +16 Mag +5 Wil +10 Cun +16 Con Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 163% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +28 lightning +19 cold While equipped: Stats +5 Str dps ---------- Mov.spd +31% Dmg.mod +9% physical Res.pen +17% lightning +21% cold Acc +14 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 161% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 147% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +12 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +8 Dex +8 Mag +11 Wil +11 Cun +10 Con dps ---------- Phys.crit +11.0% Mind.crit +4% Crit.mult +10.00% ----- def ----- Resists +3% acid Cut- +20% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Cun Dmg Physical 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 (+8 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 50% Mag, 120% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Ice Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- 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 [Ego+] Nature When used to Attack: Power 175% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 Melee+ +19 cold While equipped: Stats +5 Wil dps ---------- On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +11% arcane +8% all ----- def ----- Resists +7% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +9 Con dps ---------- Dmg.mod +6% acid +22% fire ----- def ----- Resists +15% acid +33% fire +11% all ---------- misc Infravis +2 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +14% darkness +14% mind +13% all Phys.save +11 (+3 eff.) Spell.save +17 (+5 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +8 Dex dps ---------- Mov.spd +20% Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +18 (+9 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +43.00 HP.reg +8.90 Heal.mod +12% A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +15 Defense +15 (+8 eff.) Fatigue +12% Resists +18% blight +16% darkness Mind.save +15 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +11% acid +9% cold HP.reg +4.60 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 30.85 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +3% blight Die.at -80.00 life HP.reg +1.00 Heal.mod +13% Blind- +20% Poison- +10% ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+10 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +10 Con dps ---------- Res.pen +15% darkness +16% temporal Acc +20 (+5 eff.) Melee Ret 10 physical ----- def ----- Armour +3 Defense +15 (+8 eff.) Resists +22% darkness +20% temporal Def/telep +17 Res/telep +13% Dur/telep +19% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 224 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) Melee Ret 6 lightning On Hit (Melee): * 10% chance to slow global speed by 58% * 20 arcane resource burn ----- def ----- Armour +1 Resists +3% lightning +9% fire Phys.save +6 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +22% 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 T2 hands armor [Rare] Nature While equipped: Stats +4 Mag +3 Wil dps ---------- Melee+ 8 physical Dmg.mod +5% physical Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +8 Resists +12% mind 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Mag +8 Wil +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% Phys.save +13 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +24% ---------- misc Light +1 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Dex +3 Mag +7 Cun ----- def ----- Armour +3 Fatigue +5% Resists +8% light +7% darkness Phys.save +6 (+2 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 82.00 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +3 Con dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +9% physical +8% arcane +13% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness +10% physical ---------- misc Max.hate +5.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +11 Dex +4 Wil +4 Cun dps ---------- Mind.crit +4% Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +6% light +5% fire +5% nature +5% acid +5% blight +5% cold +12% mind +5% darkness Phys.save +8 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.psi +18.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +13 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 31 ----- def ----- Defense +3 (+2 eff.) Resists +3% lightning +3% darkness +3% blight +3% mind +6% light Mind.save +11 (+3 eff.) ---------- misc Psi/turn +0.31 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning +15% light ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning +17% cold +9% light +20% nature ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +7 Cun dps ---------- Spell.crit +3% Spell.pwr +10 (+4 eff.) S.pwr/crit +4 Dmg.mod +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +4% temporal +5% light +5% fire +5% nature +6% acid +4% blight +6% cold +5% darkness Mind.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +13% light +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +19% light Mind.save +6 (+2 eff.) ---------- misc Psi/turn +0.11 Max.hate +2.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +9% temporal +15% nature +6% darkness Spell.save +9 (+3 eff.) Max.HP +138.00 Heal.mod +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +11 Wil dps ---------- Phys.pwr +11 (+2 eff.) Apr +4 ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +21% mind +7% physical Phys.save +15 (+4 eff.) Mind.save +40 (+12 eff.) Die.at -40.00 life Poison- +20% Confus- +58% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +13 Str +7 Dex +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +11 (+2 eff.) Dmg.mod +3% light Res.pen +10% light Melee Ret 2 physical ----- def ----- Armour +5 Fatigue +5% Resists +7% physical +14% light +20% darkness Phys.save +10 (+3 eff.) ---------- misc Light +3 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 639.9 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 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. |
![]() 1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +5 Wil +15 Cun dps ---------- Dmg.mod +9% nature Res.pen +15% temporal Apr +10 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 133% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 665.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Dex +3 Con dps ---------- Res.pen +20% nature Melee Ret 10 mind On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Crit.chn- 15.00% Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness +10% acid On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +27% acid +20% nature Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 22 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% fire Res.pen +20% acid Melee Ret 4 fire Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 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. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Cun +12 Con dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +12% mind +15% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Die.at -80.00 life Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 13 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +9% acid Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By The Last Steve the Dwarf Stone Warden level 30
15th Steel 123rd year of Ascendancy at 10:04 see stats
By The Last Steve the Dwarf Stone Warden level 39
21st Stralite 123rd year of Ascendancy at 08:20 see stats
By The Last Steve the Dwarf Stone Warden level 33
40th Steel 123rd year of Ascendancy at 17:31 see stats
By The Last Steve the Dwarf Stone Warden level 37
8th Stralite 123rd year of Ascendancy at 17:48 see stats
By The Last Steve the Dwarf Stone Warden level 38
11st Stralite 123rd year of Ascendancy at 00:02 see stats
By The Last Steve the Dwarf Stone Warden level 45
3rd Acquisition 123rd year of Ascendancy at 05:33 see stats
By The Last Steve the Dwarf Stone Warden level 42
10th Voratun 123rd year of Ascendancy at 01:36 see stats
By The Last Steve the Dwarf Stone Warden level 28
8th Iron 123rd year of Ascendancy at 18:45 see stats
By The Last Steve the Dwarf Stone Warden level 41
6th Voratun 123rd year of Ascendancy at 00:02 see stats
By The Last Steve the Dwarf Stone Warden level 31
30th Steel 123rd year of Ascendancy at 22:25 see stats
By The Last Steve the Dwarf Stone Warden level 29
11st Steel 123rd year of Ascendancy at 19:25 see stats
By The Last Steve the Dwarf Stone Warden level 23
6th Dearth 122nd year of Ascendancy at 21:19 see stats
By The Last Steve the Dwarf Stone Warden level 35
18th Gold 123rd year of Ascendancy at 09:59 see stats
By The Last Steve the Dwarf Stone Warden level 33
40th Steel 123rd year of Ascendancy at 17:08 see stats
By The Last Steve the Dwarf Stone Warden level 10
2nd Acquisition 122nd year of Ascendancy at 01:00 see stats
By The Last Steve the Dwarf Stone Warden level 20
42nd Profit 122nd year of Ascendancy at 07:45 see stats
By The Last Steve the Dwarf Stone Warden level 30
12nd Steel 123rd year of Ascendancy at 09:25 see stats
By The Last Steve the Dwarf Stone Warden level 40
26th Stralite 123rd year of Ascendancy at 14:04 see stats
By The Last Steve the Dwarf Stone Warden level 26
30th Dearth 122nd year of Ascendancy at 16:57 see stats
By The Last Steve the Dwarf Stone Warden level 34
15th Gold 123rd year of Ascendancy at 11:57 see stats
By The Last Steve the Dwarf Stone Warden level 20
42nd Profit 122nd year of Ascendancy at 20:04 see stats
By The Last Steve the Dwarf Stone Warden level 41
6th Voratun 123rd year of Ascendancy at 03:36 see stats
By The Last Steve the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 04:53 see stats
By The Last Steve the Dwarf Stone Warden level 6
29th Voratun 122nd year of Ascendancy at 21:26 see stats
By The Last Steve the Dwarf Stone Warden level 33
40th Steel 123rd year of Ascendancy at 17:31 see stats
By The Last Steve the Dwarf Stone Warden level 42
14th Voratun 123rd year of Ascendancy at 15:40 see stats
By The Last Steve the Dwarf Stone Warden level 17
33rd Profit 122nd year of Ascendancy at 01:34 see stats
By The Last Steve the Dwarf Stone Warden level 46
23rd Profit 123rd year of Ascendancy at 03:26 see stats
By The Last Steve the Dwarf Stone Warden level 22
5th Dearth 122nd year of Ascendancy at 22:24 see stats
By The Last Steve the Dwarf Stone Warden level 16
20th Profit 122nd year of Ascendancy at 23:25 see stats
By The Last Steve the Dwarf Stone Warden level 36
7th Stralite 123rd year of Ascendancy at 23:26 see stats
Log
Shards of metal explode from The Last Steve's shield!
Rime Wraith from Celia hits The Last Steve for (221 blocked), 0 cold (0 total damage).
Celia casts Corpselight.
Celia summons a corpselight!
Spikes of Decrepitude hits The Last Steve for (65 blocked), 0 cold, (65 blocked), 0 cold (0 total damage).
--------------------------------
Celia is seized by a stone vine.
Celia receives 74 healing from Rime Wraith from Celia.
You hear all the doors being shattered into pieces.
Quest 'And now for a grave' status updated! (Press 'j' to see the quest log)
Shards of metal explode from The Last Steve's shield!
Ghoul starts to bleed.
Celia casts Rigor Mortis.
Celia's spell attains critical power!
The Last Steve is recovering from the damage!
The Last Steve feels death coming!
The Last Steve hits Ghoul for 39 physical damage.
Stone Vine from The Last Steve hits Celia for (27 absorbed), 14 nature, (19 absorbed), 9 arcane (23 total damage).
Celia hits The Last Steve for (161 blocked), 0 cold, (475 blocked), (58 flat reduction), 345 cold, (475 blocked), (58 flat reduction), 345 cold (691 total damage).
Rime Wraith from Celia hits The Last Steve for (221 blocked), 0 cold (0 total damage).
Spikes of Decrepitude hits The Last Steve for (65 blocked), 0 cold, (65 blocked), 0 cold (0 total damage).
Celia's Hiemal Shield hits The Last Steve for (121 blocked), 0 cold (0 total damage).
Celia receives 74 healing from Rime Wraith from Celia.
Bleeding from The Last Steve hits Ghoul for 26 physical damage.
Celia casts Invoke Darkness.
Stone Vine from The Last Steve hits Celia for (27 absorbed), 14 nature, (19 absorbed), 9 arcane (23 total damage).
Celia hits The Last Steve for (58 flat reduction), 116 cold, (58 flat reduction), 661 cold (777 total damage).
Rime Wraith from Celia hits The Last Steve for (58 flat reduction), 181 cold (181 total damage).
Spikes of Decrepitude hits The Last Steve for (58 flat reduction), 12 cold, (58 flat reduction), 12 cold (25 total damage).
The Last Steve the level 46 dwarf stone warden was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.