









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies 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: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.6.0Donators/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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.6.7Official 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.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Low Health Popup 1.1.0Pops 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 40 / 29% |
Size | big |
Lifes / Deaths | Killed by saw horror at level 40 on the 55th Regrowth 124th year of Ascendancy at 16:25 / 1 |
Primary Stats
Strength | 132 (base 60) |
Dexterity | 58 (base 39) |
Constitution | 29 (base 12) |
Magic | 88 (base 60) |
Willpower | 19 (base 10) |
Cunning | 41 (base 11) |
Resources
Life | -414/1333 |
Mana | 299/299 |
Stamina | 210/210 |
Vim | 217/246 |
Healing Factor | 1.493216080402 |
Regeneration | 0.37330402010051 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +55.892318289884% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 49.077306200086 |
See Invisible | 48.077306200086 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 231 |
Accuracy | 65 |
Crit Chance | 66% |
APR | 22 |
Speed | 1.11 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +35% |
Fire | +55% |
Arcane | +53% |
Cold | +70% |
All | +10% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +25% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 68.812421605777 (81.030927835052%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 33 |
Mental Save | 41 |
Defense: Resistances
Acid | -3%( 70%) |
Physical | -14%( 70%) |
Cold | + 43%( 70%) |
All | -42%( 70%) |
Darkness | + 19%( 70%) |
Light | -42%( 70%) |
Temporal | -34%( 70%) |
Lightning | -42%( 70%) |
Fire | + 12%( 70%) |
Nature | -28%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 32% |
Blind Resistance | 33% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 472 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: 13 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 152 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 560 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -714 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1649 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Chant of Fortitude |
talent | Premonition |
talent | Precise Strikes |
detrimental effect | Reduces global action speed by 50%. Slow |
detrimental effect | Slowed by 50% and taking 117 crushing damage per turn. Imploding (slow) |
detrimental effect | The target is cursed, reducing all resistances by 37%. Curse of Vulnerability |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target takes 38% more damage from necrotic minions. Rigor Mortis |
beneficial effect | Reduces acid damage received by 19%. Premonition Shield |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Shyvana. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 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. | 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +8% Spell.pwr +15 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +9% arcane ----- def ----- Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +64.00 Blind- +33% Confus- +22% ---------- misc Max.mana +40.00 Max.vim +30.00 Light +9 See.Stealth +17 See.Invis +16 Track: Puts all charms on 40 cooldown Level 3.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +8 Fatigue +4% Resists +6% temporal Phys.save +18 (+6 eff.) Max.HP +100.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Cun +6 Con dps ---------- Mind.crit +4% Mind.pwr +20 (+7 eff.) ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +3 Sting an enemy dealing 312 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 3.66 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 180% Range: 1.3x Uses 10% Mag, 120% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +14.0% Atk.spd 100% On Crit.r2 +60 flameshock While equipped: Stats +10 Dex +10 Cun +10 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all +20% fire Fire opal: Fire Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 9% Darkfire: Level 7.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 177.62 fire damage and 126.05 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Main armor | ![]() 17.0 T4 massive armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +17 Fatigue +22% Resists +9% acid +10% cold Max.HP +62.00 ---------- misc Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 328 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -318 life. The duration and life will increase by 1% for every 1% life you have lost (currently 734 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -354 life. The duration and life will increase by 1% for every 1% life you have lost (currently 818 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. 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 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -505 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1166 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -469 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1083 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 724% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random mental and magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 5 blight, 4 physical, 3 light, 5 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 14 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 160 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 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 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.24 Max.mana +20.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +14% light +16% darkness Blind- +32% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 39% ---------- misc Masteries +0.22 Technique/Combat veteran Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +5 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Mov.spd +10% Dmg.mod +9% arcane ----- def ----- Fatigue -5% Resists +11% temporal +17% cold +11% fire HP.reg +2.00 Pinning- +20% Knockbk- +20% ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 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 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight +5% nature +3% light Poison- +11% Disease- +11% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+5 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 265.36 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +14% cold ----- def ----- Resists +28% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% light Acc +6 (+2 eff.) ----- def ----- Resists +20% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -4% Resists +20% cold ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Max.HP +51.00 HP.reg +14.00 Heal.mod +14% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Max.HP +40.00 HP.reg +14.00 Heal.mod +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% acid ----- def ----- Defense +6 (+2 eff.) Resists +24% acid Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+2 eff.) Resists +20% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% fire ----- def ----- Defense +8 (+3 eff.) Resists +26% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +27% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +41.00 HP.reg +13.00 Heal.mod +14% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +15% acid ----- def ----- Resists +30% acid Phys.save +10 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Phys.save +8 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +32.00 Disarm- +26% Pinning- +20% Knockbk- +25% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +44.00 HP.reg +10.00 Heal.mod +15% Poison- +13% Disease- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +49.00 HP.reg +10.00 Heal.mod +13% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Melee+ 18 light Ranged+ 17 light Dmg.mod +13% light ----- def ----- Spell.save +8 (+4 eff.) Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% acid +12% physical Acc +13 (+3 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +10 (+4 eff.) Resists +9% mind +6% acid Disarm- +64% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +14 lightning +19 fire +21 cold While equipped: dps ---------- All.spd +4% Mov.spd +38% Res.pen +13% lightning +7% fire +20% mind +12% cold Acc +10 (+3 eff.) Melee Ret 2 mind ----- def ----- Defense +10 (+4 eff.) Resists +3% fire Disarm- +38% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +48 lightning +34 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Mov.spd +46% Res.pen +35% lightning +19% cold Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Str +2 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +30% lightning Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% 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 ----- Armour +2 Resists +10% blight +10% fire +2% all ---------- 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. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 29 * Blasts creatures in a radius 1 shockwave around your target for 222.20 to 666.60 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 573.10 to 1146.20 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 mind While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +15% lightning +13% physical Acc +19 (+5 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% light Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +20 lightning +19 cold While equipped: dps ---------- Mov.spd +35% Res.pen +12% lightning +12% cold +10% all Acc +14 (+4 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +20 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +15% darkness +10% arcane ----- def ----- Armour +10 Resists +3% physical Cut- +20% ---------- misc Max.mana +80.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery 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. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 light +12 acid Against +16% Undead On Hit.r1 +4 arcane On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Res.pen +10% arcane +10% physical Acc +7 (+2 eff.) Apr +12 ----- def ----- Resists +5% arcane Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Psionic Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +61 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +7% Res.pen +13% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +59 fire While equipped: dps ---------- All.spd +10% Res.pen +14% fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +27 acid +30 nature While equipped: dps ---------- Res.pen +7% acid +17% nature Apr +13 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 177% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +34 Crit +5.0% Atk.spd 100% Phasing +19% On Hit: * Create an explosion dealing 103 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +23% cold Res.pen +17% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master/Psionic Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 darkness Against +16% Living On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +10 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +9.0% ---------- misc Light +2 Massive two-handed swords. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 152% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +3 Dex +2 Cun +2 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +20 (+5 eff.) Dmg.mod +15% physical +42% temporal Res.pen +15% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +30 (+10 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 150% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +25% darkness Apr +5 On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +2% physical +6% light +10% fire +6% temporal +8% cold ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% lightning +6% temporal +27% fire A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +3 Mag +4 Con ----- def ----- Resists +10% acid +18% lightning +8% blight Cut- +20% Silence- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +9 Lck ----- def ----- Defense +16 (+6 eff.) Stealth +18 ---------- misc T.Disarm +18 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +10% lightning +10% temporal Mind.save +8 (+3 eff.) Max.HP +70.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +10 Max.HP +50.00 ---------- misc Max.mana +30.00 Max.stam +34.00 Max.hate +14.00 Max.psi +27.00 Max.vim +26.00 Max.P.En +22.00 Max.N.En +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +7 Cun +7 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +20% Summoned Stealth +8 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +3 Wil dps ---------- Against +21% Summoned ----- def ----- D.Red.from +21% Summoned Anom.red +13 Max.HP +50.00 ---------- misc Max.mana +56.00 Max.stam +29.00 Max.hate +13.00 Max.psi +20.00 Max.vim +26.00 Max.P.En +24.00 Max.N.En +28.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +7% physical Res.pen +12% physical ----- def ----- Mind.save +10 (+4 eff.) Max.HP +80.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil +3 Cun +4 Con dps ---------- Melee Ret 2 light 4 lightning ----- def ----- Defense +8 (+3 eff.) Stealth +6 ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +20.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +2 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness +9% acid Mind.save +8 (+3 eff.) ---------- misc Infravis +3 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 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 112.91 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Mag +4 Wil +3 Con dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+3 eff.) Max.HP +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +16.00% Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +13% cold Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +21.00% Acc +8 (+2 eff.) Apr +15 ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +29% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+9 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +17 (+4 eff.) Dmg.mod +8% darkness +7% light +8% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Defense +30 (+10 eff.) Fatigue -7% Resists +6% darkness +3% lightning Phys.save +10 (+4 eff.) Heal.mod +15% Stun/Frz- +20% Knockbk- +20% ---------- misc Max.enc +29 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% light ----- def ----- Armour +3 Resists +6% light +30% cold ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +12 Dex +4 Wil +5 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Defense +19 (+7 eff.) Fatigue +3% Resists +15% lightning +6% temporal +12% fire Phys.save +11 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Res.pen +15% acid +25% fire Melee Ret 10 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +30% fire +12% temporal Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Rush: Puts all charms on 25 cooldown Level 3.3 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -4% Max.HP +37.00 ---------- misc Stam/turn +0.50 Rush: Puts all charms on 25 cooldown Level 2.2 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +6% lightning +3% temporal +12% light Poison- +10% Disease- +20% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +15% darkness +15% temporal ----- def ----- Armour +5 Resists +24% darkness +23% temporal Def/telep +21 Res/telep +16% Dur/telep +10% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% ---------- 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. |
![]() 3.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +13% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +13% darkness +15% temporal Def/telep +16 Res/telep +13% Dur/telep +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Resists +14% lightning +8% temporal +12% light +6% nature +3% acid A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Acc +20 (+5 eff.) Apr +9 ----- def ----- Armour +9 Resists +11% lightning +13% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +25% Stun/Frz- +23% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 4 acid 5 lightning 4 fire 5 arcane 3 cold Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +17 (+4 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +20% 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 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +10 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +18 Hardiness +7% Fatigue +5% Resists +8% physical 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. |
![]() 1.5 T2 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Mind.crit +8% Crit.mult +7.00% Melee+ 7 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness 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. |
![]() 1.5 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +3 Fatigue +3% Resists +27% lightning +6% temporal +12% light +10% fire +5% arcane +10% cold Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +4% Resists +5% physical Crit.dmg- 15.00% Max.HP +100.00 Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +4 Dex +7 Mag dps ---------- Crit.mult +20.00% ----- def ----- Armour +5 Fatigue +5% Resists +21% lightning +15% temporal Crit.dmg- 10.00% Phys.save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +7 Dex +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +19% mind +9% cold Mind.save +19 (+7 eff.) Confus- +35% ---------- misc See.Invis +18 A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 380.5 Physical damage. If the attack hits, the target is confused (42% 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 cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +5 Mag +5 Cun dps ---------- Res.pen +15% fire Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +9 (+3 eff.) Fatigue +3% Crit.dmg- 10.00% ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Phys.save +17 (+6 eff.) A cap made of leather. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T4 massive armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +9% acid +9% cold +14% nature +16% blight ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +8% physical +7% fire +7% lightning +6% cold Max.HP +48.00 Disarm- +22% Stun/Frz- +20% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego++] Arcane While equipped: Stats +6 Str +6 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +7% Phys.pwr +19 (+5 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 11 acid 14 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Fatigue +22% Resists +16% lightning +23% fire +20% acid A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +10% mind ----- def ----- Armour +16 Fatigue +22% Resists +8% acid +7% physical +7% fire +7% lightning +6% cold Crit.dmg- 15.00% ---------- misc Equi/ret +0.20 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
![]() 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 [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.3 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 220.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 220.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +20 (+7 eff.) Resists +15% lightning +12% nature Max.HP +55.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Str +7 Wil +2 Cun +9 Con dps ---------- Dmg.mod +16% mind +3% light ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +3% fire On Hit (Melee): * 20% chance to reduce armor by 39% * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +9% mind Blind- +35% Confus- +17% ---------- misc Light +8 See.Stealth +6 See.Invis +10 Track: Puts all charms on 40 cooldown Level 4.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 561 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +20% acid Melee Ret 10 fire ----- def ----- Resists +3% lightning Mind.save +8 (+3 eff.) ---------- misc Light +4 See.Stealth +9 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) ----- def ----- Resists +8% blight +10% darkness ---------- misc Light +6 Infravis +5 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 23 blight damage or heals 32 life. Creatures standing in the retch also have 11% 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 normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 10 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] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 254.84 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
![]() 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 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 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 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 138% of the healing done. This effect scales with your Magic stat.. Uses 75 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 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Phys.crit +7.0% Dmg.mod +6% physical Acc +25 (+6 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Phys.save +6 (+2 eff.) Blast the opponent's mind dealing 264 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 [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str +3 Dex +5 Wil dps ---------- Melee Ret 6 acid ---------- misc Light +2 Sting an enemy dealing 220 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 423 Base Damage: 194 Armor: 9 All Resist: 14 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 135 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. 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: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) 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. |
Achievements
By Shyvana the Doomelf Doombringer level 36
31st Haze 123rd year of Ascendancy at 21:42 see stats
By Shyvana the Doomelf Doombringer level 36
30th Haze 123rd year of Ascendancy at 08:20 see stats
By Shyvana the Doomelf Doombringer level 31
16th Haze 123rd year of Ascendancy at 21:42 see stats
By Shyvana the Doomelf Doombringer level 38
51st Haze 123rd year of Ascendancy at 18:16 see stats
By Shyvana the Doomelf Doombringer level 35
29th Haze 123rd year of Ascendancy at 10:48 see stats
By Shyvana the Doomelf Doombringer level 11
3rd Dusk 122nd year of Ascendancy at 08:40 see stats
By Shyvana the Doomelf Doombringer level 37
48th Haze 123rd year of Ascendancy at 03:00 see stats
By Shyvana the Doomelf Doombringer level 28
13rd Pyre 123rd year of Ascendancy at 09:51 see stats
By Shyvana the Doomelf Doombringer level 18
48th Haze 122nd year of Ascendancy at 06:25 see stats
By Shyvana the Doomelf Doombringer level 23
18th Regrowth 123rd year of Ascendancy at 08:42 see stats
By Shyvana the Doomelf Doombringer level 6
78th Pyre 122nd year of Ascendancy at 02:41 see stats
By Shyvana the Doomelf Doombringer level 27
78th Regrowth 123rd year of Ascendancy at 10:12 see stats
By Shyvana the Doomelf Doombringer level 10
6th Mirth 122nd year of Ascendancy at 22:44 see stats
By Shyvana the Doomelf Doombringer level 20
50th Haze 122nd year of Ascendancy at 16:59 see stats
By Shyvana the Doomelf Doombringer level 30
32nd Pyre 123rd year of Ascendancy at 23:48 see stats
By Shyvana the Doomelf Doombringer level 40
55th Regrowth 124th year of Ascendancy at 03:05 see stats
By Shyvana the Doomelf Doombringer level 22
8th Regrowth 123rd year of Ascendancy at 01:50 see stats
By Shyvana the Doomelf Doombringer level 11
39th Dusk 122nd year of Ascendancy at 01:17 see stats
By Shyvana the Doomelf Doombringer level 29
30th Pyre 123rd year of Ascendancy at 11:26 see stats
By Shyvana the Doomelf Doombringer level 22
7th Regrowth 123rd year of Ascendancy at 16:40 see stats
By Shyvana the Doomelf Doombringer level 38
48th Haze 123rd year of Ascendancy at 07:18 see stats
By Shyvana the Doomelf Doombringer level 9
5th Mirth 122nd year of Ascendancy at 06:54 see stats
By Shyvana the Doomelf Doombringer level 16
29th Haze 122nd year of Ascendancy at 21:58 see stats
By Shyvana the Doomelf Doombringer level 20
56th Haze 122nd year of Ascendancy at 08:14 see stats
By Shyvana the Doomelf Doombringer level 38
49th Haze 123rd year of Ascendancy at 15:49 see stats
By Shyvana the Doomelf Doombringer level 19
49th Haze 122nd year of Ascendancy at 02:54 see stats
By Shyvana the Doomelf Doombringer level 35
30th Haze 123rd year of Ascendancy at 03:11 see stats
Log
Orc necromancer is out of phase.
Orc necromancer channels mana through his dragonbone starstaff!
Orc necromancer starts to surge mana.
Orc blood mage uses Pride of the Orcs.
Orc corruptor activates his torque!
Shyvana shrugs off the effect 'Silenced'!
Saw horror uses Razor Saw.
Saw horror's mind surges with critical power!
Venom drake hatchling starts to bleed.
Venom drake hatchling starts to bleed.
Orc blood mage receives 302 healing from Pride of the Orcs.
Orc corruptor hits Shyvana for 306 mind damage.
Saw horror hits Venom drake hatchling for 550 physical damage.
Saw horror hits Venom drake hatchling for 550 physical damage.
Saw horror hits Shyvana for 474 physical damage.
Saw horror hits Orc corruptor for (237 to bones), 0 physical (0 total damage).
Shyvana the level 40 doomelf doombringer was decapitated to death by a saw horror on level 3 of Rak'shor Pride.
--------------------------------
Shyvana speeds up.
Shyvana shakes off the crushing forces.
The protective shield of Shyvana disappears.
Shyvana is no longer cursed.
Shyvana rearms.
Shyvana shakes free of the telekinetic binding
Shyvana deactivates Abyssal Shield.
Shyvana deactivates Flame of Urh'Rok.
Shyvana deactivates Premonition.
Shyvana deactivates Chant of Fortitude.
Shyvana is freed from the rigor mortis.
Shyvana deactivates Precise Strikes.