











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Restart Sustains 1.6.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack 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:
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. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 50 / 1332% |
Size | small |
Lifes / Deaths | Killed by The Possessed at level 7 on the 3rd Mirth 122nd year of Ascendancy at 07:06 0 / 8Killed by snow giant boulder thrower at level 17 on the 69th Dusk 122nd year of Ascendancy at 22:08 Killed by Pale Drake at level 33 on the 15th Dusk 123rd year of Ascendancy at 21:27 Killed by Slasul at level 36 on the 25th Haze 123rd year of Ascendancy at 11:34 Killed by orc corruptor at level 38 on the 34th Regrowth 124th year of Ascendancy at 05:29 Killed by Poltergeist Mandible of Ungolmor at level 40 on the 42nd Regrowth 124th year of Ascendancy at 03:16 Killed by Combat Trainer Zubokira at level 44 on the 20th Pyre 124th year of Ascendancy at 05:18 Killed by Doomed Shade of rogue at level 49 on the 59th Pyre 124th year of Ascendancy at 07:14 |
Primary Stats
Strength | 54 (base 30) |
Dexterity | 88 (base 60) |
Constitution | 81 (base 60) |
Magic | 31 (base 15) |
Willpower | 55 (base 27) |
Cunning | 102 (base 60) |
Resources
Life | 1602/1602 |
Mana | 0/619 |
Stamina | 400/400 |
Healing Factor | 1.7943027888447 |
Regeneration | 28.977990039845 |
Speed
Mental | -4.9960036108132E-12% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 50.059075390138 |
See Invisible | 55.059075390138 |
Offense: Mainhand
Damage | 126 |
Accuracy | 77 |
Crit Chance | 75% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 77 |
Crit Chance | 63% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +68% |
Lightning | +24% |
Light | +18% |
Nature | +39% |
Blight | +15% |
Physical | +25% |
Cold | +20% |
All | +9% |
Offense: Damage Penetration
Darkness | +26% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (70.376569037657%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 45 |
Mental Save | 59 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 62%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 53%( 70%) |
All | + 37%( 70%) |
Darkness | + 70%( 70%) |
Light | + 57%( 70%) |
Temporal | + 55%( 70%) |
Physical | + 43%( 70%) |
Lightning | + 52%( 70%) |
Fire | + 52%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 384 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 512 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Leeching Poison |
talent | Volatile Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by fiery orc wyrmic. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +5 Defense +6 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +9% blight +9% darkness ---------- misc Light +5 Infravis +4 See.Invis +5 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 40 blight damage or heals 52 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +12 Str dps ---------- Crit.mult +20.00% Dmg.mod +6% blight Phasing +20% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane While equipped: dps ---------- Melee+ 29 darkness 18 light Dmg.mod +19% darkness +9% light Res.pen +15% darkness Melee Ret 2 fire ----- def ----- Armour +3 Resists +9% fire +31% darkness +11% light Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 40% Moonlight Ray 5 On Hit: 20% Searing Light 5 On Hit: * 25% chance to reduce damage dealt by 24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+3 eff.) Max.HP +72.00 HP.reg +14.00 Heal.mod +15% Rings can have magical properties. |
On fingers | ![]() 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 (+3 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. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (127). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 37.0 - 48.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 nature +19 temporal On Hit.r1 +8 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Acc +14 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +9 (+3 eff.) Resists +6% light +13% temporal Disarm- +40% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +11% darkness Acc +22 (+5 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +18% darkness Stealth +17 Max.HP +51.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Dmg.mod +15% lightning +16% physical +11% cold ----- def ----- Resists +9% lightning +11% cold +15% blight +15% all Max.HP +66.00 HP.reg +1.90 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 -499 life. The duration and life will increase by 1% for every 1% life you have lost (currently 499 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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 increase movement speed by 844% 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 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 403.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 42% faster, and you are invisible (power 18). 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 32% all resistance, you move 57% faster, and you are invisible (power 17). 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 44% faster, and you are invisible (power 17). 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 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. 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 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Str dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% acid +15% temporal +20% light Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 230.46 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +19 Dex +2 Mag +19 Cun +18 Con dps ---------- Mind.crit +4% Crit.mult +5.00% Mov.spd +20% Res.pen +20% arcane ----- def ----- Fatigue -14% HP.reg +8.00 ---------- misc Stam/turn +2.00 Max.hate +2.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) S.pwr/crit +4 Dmg.mod +6% acid +8% fire +7% cold +8% lightning ---------- misc Mana/turn +0.43 Max.mana +58.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +14% ---------- misc Masteries +0.28 Cunning/Stealth +0.28 Technique/Assassination Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +12 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +12 (+3 eff.) Confus- +19% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -10% HP.reg +4.00 Heal.mod +28% Cut- +70% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +20 Lck dps ---------- Crit.mult +17.00% Acc +24 (+5 eff.) Apr +16 ----- def ----- Defense +18 (+5 eff.) Unseen.red 20% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +12 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+3 eff.) Dmg.mod +7% darkness +7% temporal +7% light +7% physical Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +10 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% Melee+ 12 light 15 darkness Dmg.mod +9% light +12% darkness On Melee Ret: * 15% chance to reduce damage dealt by 24% * 12% chance to blind ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +7 Dex +6 Wil +6 Con Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +20 (+7 eff.) Dmg.mod +15% blight Res.pen +10% mind Melee Ret 4 blight ----- def ----- Resists +14% acid +20% fire +22% lightning +21% cold Mind.save +12 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +14% fire Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +12% nature +31% fire Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Armour +8 Resists +22% acid Phys.save +6 (+2 eff.) Silence- +20% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 35 physical Ranged+ 23 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 29 On Hit (Ranged): * 16% chance to reduce all saves and defense by 29 ----- def ----- Fatigue -9% ---------- misc Max.enc +32 Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +7% all Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +12 Cun +6 Mag dps ---------- Spell.pwr +11 (+6 eff.) Melee+ 8 physical Ranged+ 26 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 29 On Hit (Ranged): * 17% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con +7 Mag dps ---------- Melee+ 31 light Ranged+ 21 light Dmg.mod +16% light ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Max.stam +24.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +26 (+6 eff.) Apr +11 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Cun +8 Dex dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +13 (+7 eff.) Mind.pwr +14 (+5 eff.) Acc +12 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Resists +22% acid +21% fire +16% lightning +27% cold Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Dex +5 Mag +8 Cun +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 58.5 - 87.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +42 cold On Hit: 20% Curse of Death 5 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +21% physical Res.pen +17% physical Acc +67 (+14 eff.) Apr +21 Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 65% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 14.0 - 18.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning Res.pen +7% physical Acc +11 (+3 eff.) Apr +8 ----- def ----- Defense +10 (+3 eff.) Die.at -20.00 life Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery 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 ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Cun, 5% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane Power 37.5 - 48.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 light Against +13% Undead On Hit.r1 +19 fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 54.0 - 70.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +22 (+5 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 37.0 - 48.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +13% physical Acc +25 (+6 eff.) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 light Against +33% Undead On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 70.5 - 105.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +19 Con +12 Wil dps ---------- Acc +21 (+5 eff.) ----- def ----- Defense +20 (+5 eff.) Max.HP +128.00 Disarm- +59% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 67.5 - 101.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +51 acid +44 nature While equipped: dps ---------- Res.pen +34% acid +20% nature Apr +21 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 62.5 - 93.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 45 fire damage (1/turn) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +16 (+5 eff.) Dmg.mod +19% fire Res.pen +37% fire Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 70.5 - 105.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +31 Crit +3.0% Atk.spd 100% Phasing +28% On Hit: * Create an explosion dealing 45 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +33% cold Res.pen +28% cold Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 86.5 - 129.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +31 (+7 eff.) Apr +17 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 67.5 - 101.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +14 Mag +16 Wil dps ---------- Spell.pwr +16 (+8 eff.) Res.pen +21% physical Acc +27 (+6 eff.) Apr +12 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage While equipped: dps ---------- Phys.crit +16.0% Crit.mult +35.00% Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +17 Str +16 Dex +16 Mag +14 Wil +16 Cun +13 Con Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 16 On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +17 (+5 eff.) ----- def ----- Disease- +45% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +12 (+4 eff.) Res.pen +19% physical Acc +27 (+6 eff.) Apr +20 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 77.5 - 124.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% physical Acc +27 (+6 eff.) Apr +14 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Disrupt/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +18 (+6 eff.) Res.pen +12% all Acc +38 (+8 eff.) Apr +23 On Hit (Ranged): * 30 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +36 lightning While equipped: Stats +8 Str dps ---------- Phys.pwr +21 (+7 eff.) Dmg.mod +33% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +29 acid While equipped: dps ---------- Dmg.mod +27% acid Res.pen +27% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +9.0% Res.pen +18% all Acc +49 (+10 eff.) Apr +18 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Death 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +9% Res.pen +12% fire +10% all Acc +20 (+5 eff.) Apr +12 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 45 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +25% fire Res.pen +18% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 45 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +27% acid Res.pen +17% acid +12% all Acc +14 (+3 eff.) Apr +11 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +13 Con +14 Wil ----- def ----- Max.HP +101.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.crit +12.0% Crit.mult +32.00% Phys.spd +10% Acc +18 (+4 eff.) Apr +10 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +37 lightning +30 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +40% Res.pen +23% lightning +23% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Con +13 Wil dps ---------- Res.pen +10% physical Acc +17 (+4 eff.) Apr +12 ----- def ----- Max.HP +79.00 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% all Acc +31 (+7 eff.) Apr +11 ----- def ----- Defense +12 (+3 eff.) Disarm- +49% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Disrupt/Master Power 59.5 - 83.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 16 While equipped: dps ---------- Phys.crit +10.0% Crit.mult +34.00% Apr +12 ----- def ----- Disease- +28% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +31 lightning +32 cold While equipped: dps ---------- Phys.crit +15.0% Crit.mult +16.00% Mov.spd +37% Res.pen +22% lightning +14% cold Apr +7 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Disrupt/Master Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +22 (+5 eff.) Apr +11 ----- def ----- Resists +14% acid +14% lightning +11% cold +13% fire +8% all Spell.save +10 (+4 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +13 (+4 eff.) Res.pen +12% physical Acc +19 (+4 eff.) Apr +15 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +15 (+5 eff.) Melee+ 17 physical Dmg.mod +25% mind +14% physical Res.pen +11% physical ----- def ----- Resists +17% physical ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 16 cold Dmg.mod +18% cold Res.pen +11% cold ----- def ----- Armour +12 Resists +16% cold ---------- misc Hate/kill +4.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 109.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 17.5 - 19.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +35.00 HP.reg +1.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% mind Res.pen +8% mind ----- def ----- Resists +7% mind Dmg.Resnn +25% Phys.save +9 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +2.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +8% Melee+ 20 fire Dmg.mod +5% mind +15% fire Res.pen +6% mind +17% fire ----- def ----- Resists +7% mind +18% fire Dmg.Resnn +19% ---------- misc Psi/ret +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +32 acid +33 nature While equipped: dps ---------- Res.pen +19% acid +18% nature Apr +9 ----- def ----- Resists +13% acid +14% lightning +15% cold +14% fire +8% all Spell.save +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +11 fire On Crit.r2 +36 acid +41 nature While equipped: dps ---------- Dmg.mod +22% fire Res.pen +21% acid +20% nature Apr +15 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +11 Con +8 Wil ----- def ----- Max.HP +66.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +10% all Acc +16 (+4 eff.) Apr +13 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +22% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +5.0% Res.pen +14% all Acc +35 (+8 eff.) Apr +15 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +7 Cun dps ---------- Phys.crit +14.0% Phys.spd +10% Acc +13 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +13 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +15% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% temporal +9% physical Res.pen +12% physical +5% temporal +12% all Acc +13 (+3 eff.) Apr +13 ---------- misc Reload +4 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+20 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +23 (+12 eff.) Dmg.mod +30% darkness ----- def ----- Armour +8 Defense +10 (+3 eff.) ---------- misc Vim/s.crit +6.00 Max.vim +40.00 Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +30% physical Res.pen +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Mag +13 Wil +15 Cun dps ---------- Spell.crit +5% Crit.mult +38.00% Spell.pwr +24 (+12 eff.) S.pwr/crit +9 Melee+ 29 fire Dmg.mod +30% temporal ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +38 (+17 eff.) Dmg.mod +30% temporal ----- def ----- HP.reg +1.60 Heal.mod +24% ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +22 (+11 eff.) Melee+ 22 arcane Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc Max.mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +15 (+5 eff.) Spell.pwr +32 (+15 eff.) S.pwr/crit +10 Dmg.mod +30% temporal Acc +13 (+3 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 30.99 to 37.19 temporal damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 39.0 - 46.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+10 eff.) Dmg.mod +39% physical ----- def ----- Resists +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+12 eff.) S.pwr/crit +7 Dmg.mod +30% blight ----- def ----- Resists +15% darkness +14% temporal Def/telep +19 Res/telep +25% Dur/telep +16% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 30.99 to 37.19 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +55 acid +20 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Res.pen +27% acid +35% nature Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+9 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +21 acid +23 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +19% acid +25% nature Apr +12 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 blight +15 light Against +30% Undead On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 16 While equipped: ----- def ----- Disease- +27% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Dex dps ---------- Phys.crit +12.0% Phys.spd +10% Acc +16 (+4 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Disrupt Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Against +22% Unnatural On Crit.r2 +29 lightning +45 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mov.spd +35% Res.pen +19% lightning +19% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Normal] Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun +6 Lck ----- def ----- Armour +6 Mind.save +7 (+2 eff.) Stealth +8 Die.at -80.00 life Max.HP +100.00 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +12% Phys.pwr +10 (+3 eff.) ----- def ----- Spell.save +14 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +10 Mag +9 Wil dps ---------- Spell.crit +5% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun +4 Con +8 Lck dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Phys.save +14 (+4 eff.) Stealth +9 ---------- misc T.Disarm +23 Infravis +5 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +11 (+4 eff.) ---------- misc Size +2 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Phys.save +14 (+4 eff.) Mind.save +12 (+3 eff.) Die.at -50.00 life 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+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +23 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +75.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +3 (+1 eff.) Resists +17% nature +18% blight HP.reg +8.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +5 Wil dps ---------- Spell.pwr +17 (+9 eff.) S.pwr/crit +6 Dmg.mod +22% temporal +13% physical Res.pen +12% temporal +10% physical ----- def ----- Resists +15% all Anom.red +16 Silence- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +5 ----- def ----- Resists +10% lightning +10% darkness +11% light +10% blight +10% fire +9% cold +15% all Phys.save +14 (+4 eff.) Spell.save +23 (+8 eff.) Mind.save +15 (+4 eff.) Silence- +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +27% blight ----- def ----- Resists +27% blight +18% darkness +17% mind +15% all Phys.save +14 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +34 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +24% cold ----- def ----- Resists +18% darkness +36% cold +15% mind +15% all Phys.save +14 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +32 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +9% Spell.pwr +9 (+5 eff.) Dmg.mod +25% light +30% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +22% Spell.pwr +34 (+16 eff.) Dmg.mod +22% light +23% darkness ----- def ----- Resists +15% all ---------- misc Mana/turn +0.31 Max.mana +75.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +26% arcane +30% temporal ----- def ----- Resists +15% all ---------- misc Max.mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +19% nature +24% lightning ----- def ----- Resists +36% lightning +15% all Poison- +39% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +5 Defense +16 (+4 eff.) Phys.save +12 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +8 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +5 Defense +18 (+5 eff.) Fatigue +4% Phys.save +15 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +12 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +12 Dex dps ---------- Res.pen +17% darkness +16% temporal ----- def ----- Armour +5 Defense +21 (+6 eff.) Fatigue +4% Resists +24% darkness +23% temporal Def/telep +23 Res/telep +17% Dur/telep +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +60.00 ---------- misc Stam/turn +0.50 Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 [Ego+] Arcane While equipped: dps ---------- Res.pen +15% darkness +20% temporal ----- def ----- Armour +5 Resists +19% darkness +21% temporal Def/telep +22 Res/telep +14% Dur/telep +28% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +6 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 HP.reg +7.00 Heal.mod +19% Blindside: Puts all charms on 25 cooldown Level 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Armour +5 Fatigue -4% Phys.save +14 (+4 eff.) ---------- misc Max.enc +47 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Silence- +37% Confus- +31% Stun/Frz- +37% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Str +4 Cun +9 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +24 (+8 eff.) Mind.save +20 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +12 Str ----- def ----- Armour +5 Fatigue +5% 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 196.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +14% fire +10% lightning +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +10% temporal A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +11% fire +12% cold A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +12 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Phys.save +13 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +7 Wil +5 Con dps ---------- Dmg.mod +16% arcane ----- def ----- Defense +3 (+1 eff.) Phys.save +14 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +11% temporal +11% light +12% physical ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% temporal +14% light +13% physical +18% nature +8% darkness ----- def ----- Defense +3 (+1 eff.) Resists +27% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +5 Wil +4 Con dps ---------- Phys.pwr +16 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +15 (+5 eff.) A cap made of leather. |
![]() 14.0 T5 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 19 acid 20 fire Melee Ret 13 acid 14 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +53% acid +19% fire A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +7 Dex +9 Mag +6 Wil +8 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +65.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +9 Str +9 Dex +7 Mag +17 Wil +12 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +20 (+5 eff.) Max.HP +61.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +6 Str +8 Dex ----- def ----- Armour +8 Defense +25 (+7 eff.) Fatigue +8% Phys.save +14 (+4 eff.) Max.HP +60.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +7% arcane Spell.save +21 (+7 eff.) Mind.save +20 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Nature/Master While equipped: ----- def ----- Armour +24 Fatigue +22% Max.HP +80.00 HP.reg +8.00 Heal.mod +17% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +27% cold +19% light +19% darkness A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Arcane While equipped: dps ---------- Melee+ 19 acid 20 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +16 Fatigue +22% Resists +23% acid +27% fire A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 22 acid 19 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +49% fire A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 20 fire Melee Ret 8 acid 12 fire ----- def ----- Armour +24 Fatigue +18% Resists +28% acid +25% fire Phys.save +13 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +25 Fatigue +12% Phys.save +14 (+4 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T5 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex dps ---------- Melee Ret 19 lightning ----- def ----- Armour +10 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con ----- def ----- Armour +22 Fatigue +8% Resists +13% light +17% darkness Phys.save +11 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+4 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +19% nature +18% blight Max.HP +69.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +34% nature +37% blight Max.HP +95.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +12 Fatigue +8% Resists +17% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +21 Fatigue +8% Resists +18% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (287) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 34 lightning Melee Ret 17 lightning ----- def ----- Armour +17 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) * Deals 67 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +12% light +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Ego++] Master Power 69.0 - 96.6 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +41.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Psionic Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.94 cold damage and 17.64 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil +3 Con dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +8 (+2 eff.) Dmg.mod +9% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +16% blight +9% lightning HP.reg +4.00 Blind- +23% Confus- +10% ---------- misc Light +8 See.Stealth +13 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: Stats +9 Cun dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light -5 Infravis +12 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 149.47 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Mind.crit +8% Spell.pwr +4 (+2 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Resists +13% blight +13% darkness Mind.save +8 (+2 eff.) ---------- misc Light +5 Infravis +4 See.Invis +13 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 40 blight damage or heals 52 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 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 11 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 104.93 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.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 On Hit: * Create an explosion dealing 55 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Normal] Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 25 Ranged+ +40 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Psionic Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Proj.spd +200% Ranged+ +27 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 456 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 530 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 121 lightning damage and will be dazed for 1 turn (605 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 476 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 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +6 blight +4 fire +4 arcane +6 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 118 lightning damage and will be dazed for 1 turn (590 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By rogue the Halfling Rogue level 26
65th Haze 122nd year of Ascendancy at 19:25 see stats
By rogue the Halfling Rogue level 42
53rd Regrowth 124th year of Ascendancy at 02:51 see stats
By rogue the Halfling Rogue level 25
55th Haze 122nd year of Ascendancy at 22:06 see stats
By rogue the Halfling Rogue level 30
3rd Decay 122nd year of Ascendancy at 08:19 see stats
By rogue the Halfling Rogue level 31
4th Pyre 123rd year of Ascendancy at 21:31 see stats
By rogue the Halfling Rogue level 36
16th Haze 123rd year of Ascendancy at 13:43 see stats
By rogue the Halfling Rogue level 29
79th Haze 122nd year of Ascendancy at 21:35 see stats
By rogue the Halfling Rogue level 37
7th Allure 124th year of Ascendancy at 20:44 see stats
By rogue the Halfling Rogue level 49
59th Pyre 124th year of Ascendancy at 07:30 see stats
By rogue the Halfling Rogue level 21
24th Haze 122nd year of Ascendancy at 05:33 see stats
By rogue the Halfling Rogue level 36
25th Haze 123rd year of Ascendancy at 13:16 see stats
By rogue the Halfling Rogue level 27
75th Haze 122nd year of Ascendancy at 15:00 see stats
By rogue the Halfling Rogue level 26
64th Haze 122nd year of Ascendancy at 03:00 see stats
By rogue the Halfling Rogue level 43
53rd Regrowth 124th year of Ascendancy at 23:41 see stats
By rogue the Halfling Rogue level 17
69th Dusk 122nd year of Ascendancy at 23:16 see stats
By rogue the Halfling Rogue level 50
3rd Flare 124th year of Ascendancy at 13:37 see stats
By rogue the Halfling Rogue level 18
4th Haze 122nd year of Ascendancy at 21:07 see stats
By rogue the Halfling Rogue level 49
75th Pyre 124th year of Ascendancy at 13:36 see stats
By rogue the Halfling Rogue level 37
25th Haze 123rd year of Ascendancy at 17:44 see stats
By rogue the Halfling Rogue level 21
41st Haze 122nd year of Ascendancy at 17:04 see stats
By rogue the Halfling Rogue level 40
41st Regrowth 124th year of Ascendancy at 04:15 see stats
By rogue the Halfling Rogue level 10
9th Mirth 122nd year of Ascendancy at 02:57 see stats
By rogue the Halfling Rogue level 20
7th Haze 122nd year of Ascendancy at 00:05 see stats
By rogue the Halfling Rogue level 30
2nd Decay 122nd year of Ascendancy at 22:51 see stats
By rogue the Halfling Rogue level 40
40th Regrowth 124th year of Ascendancy at 08:19 see stats
By rogue the Halfling Rogue level 50
78th Pyre 124th year of Ascendancy at 07:08 see stats
By rogue the Halfling Rogue level 48
40th Pyre 124th year of Ascendancy at 17:34 see stats
By rogue the Halfling Rogue level 40
43rd Regrowth 124th year of Ascendancy at 03:10 see stats
By rogue the Halfling Rogue level 49
73rd Pyre 124th year of Ascendancy at 07:30 see stats
By rogue the Halfling Rogue level 29
2nd Decay 122nd year of Ascendancy at 22:51 see stats
By rogue the Halfling Rogue level 28
75th Haze 122nd year of Ascendancy at 18:10 see stats
By rogue the Halfling Rogue level 50
3rd Flare 124th year of Ascendancy at 13:36 see stats
By rogue the Halfling Rogue level 41
50th Regrowth 124th year of Ascendancy at 23:10 see stats
By rogue the Halfling Rogue level 9
4th Mirth 122nd year of Ascendancy at 03:59 see stats
By rogue the Halfling Rogue level 44
20th Pyre 124th year of Ascendancy at 09:29 see stats
By rogue the Halfling Rogue level 38
24th Regrowth 124th year of Ascendancy at 16:26 see stats
By rogue the Halfling Rogue level 50
3rd Flare 124th year of Ascendancy at 13:37 see stats
By rogue the Halfling Rogue level 15
13rd Dusk 122nd year of Ascendancy at 00:07 see stats
By rogue the Halfling Rogue level 31
64th Pyre 123rd year of Ascendancy at 16:40 see stats
By rogue the Halfling Rogue level 29
76th Haze 122nd year of Ascendancy at 04:57 see stats
By rogue the Halfling Rogue level 18
4th Haze 122nd year of Ascendancy at 21:18 see stats
By rogue the Halfling Rogue level 49
59th Pyre 124th year of Ascendancy at 07:14 see stats
By rogue the Halfling Rogue level 24
55th Haze 122nd year of Ascendancy at 09:03 see stats
Log
Rogue deactivates Apply Poison.
Rogue deactivates Leeching Poison.
Rogue deactivates Volatile Poison.