









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 50 / 204% |
Size | medium |
Lifes / Deaths | Killed by Karsimysta's Inner Demon at level 50 on the 55th Pyre 124th year of Ascendancy at 08:19 / 1 |
Primary Stats
Strength | 90 (base 66) |
Dexterity | 42 (base 32) |
Constitution | 79 (base 60) |
Magic | 90 (base 63) |
Willpower | 27 (base 13) |
Cunning | 25 (base 15) |
Resources
Life | -906/2418 |
Mana | 0/529 |
Stamina | 330/330 |
Vim | 206/406 |
Healing Factor | 1.5668020097746 |
Regeneration | 27.027334668612 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 11 |
Lite | 16 |
Infravision | 6 |
See Stealth | 38.108545491274 |
See Invisible | 61.108545491274 |
Offense: Mainhand
Damage | 247 |
Accuracy | 58 |
Crit Chance | 74% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 22% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +34% |
Acid | +6% |
Light | +15% |
Mind | +9% |
Blight | +6% |
Arcane | +6% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Light | +10% |
Arcane | +10% |
Physical | +37% |
All | 0% |
Defense: Base
Armour (hardiness) | 101.8637334954 (100%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 26 |
Physical Save | 68 |
Spell Save | 61 |
Mental Save | 56 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 27%( 70%) |
All | + 22%( 70%) |
Lightning | + 49%( 70%) |
Temporal | + 32%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 66%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Silence Resistance | 100% |
Disarm Resistance | 67% |
Knockback Resistance | 31% |
Confusion Resistance | 22% |
Stun Resistance | 59% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 550 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -714 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1696 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Karsimysta. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1215. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +2 Wil +2 Cun dps ---------- Mind.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +6% acid +9% mind +6% blight ----- def ----- Armour +9 Resists +3% blight +7% fire +7% cold Phys.save +7 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +11 (+4 eff.) Disease- +23% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Cun dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +8 Melee Ret 8 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Blind- +35% Confus- +22% ---------- misc Light +9 See.Stealth +14 See.Invis +17 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +15% light Res.pen +15% darkness +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +15% lightning +13% temporal +3% darkness +6% nature +7% all Phys.save +55 (+13 eff.) Mind.save +15 (+5 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% physical Apr +1 ----- def ----- Defense +5 (+2 eff.) Max.HP +21.00 ---------- misc Stam/turn +3.00 Max.stam +16.00 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +3 Con ----- def ----- Spell.save +13 (+3 eff.) Max.HP +64.00 HP.reg +17.00 Heal.mod +15% Stun/Frz- +59% ---------- misc Max.stam +24.00 Light +3 Infravis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Dmg.mod +15% fire Res.pen +10% physical Melee Ret 6 fire ----- def ----- Armour +14 Resists +30% fire Phys.save +6 (+1 eff.) Max.HP +34.00 Disarm- +21% Pinning- +32% Knockbk- +31% Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Mag +3 Wil +6 Con dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+5 eff.) S.pwr/crit +10 Dmg.mod +6% arcane +25% physical Res.pen +10% arcane +17% physical ----- def ----- Defense +23 (+7 eff.) Mind.save +15 (+5 eff.) Stealth +14 ---------- misc Max.vim +20.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 64.5 - 103.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 20% chance to reduce armor by 40% On Crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +16 (+3 eff.) Dmg.mod +3% fire Acc +13 (+3 eff.) Melee Ret 2 acid 2 fire On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Defense +14 (+4 eff.) Disarm- +46% Massive two-handed swords. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +5% Crit.mult +6.00% ----- def ----- Armour +7 Fatigue +5% Mind.save +8 (+3 eff.) Max.HP +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 24.26 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +6 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Mind.save +17 (+5 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+3 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
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 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 819% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 840% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 24% all resistance, you move 52% faster, and you are invisible (power 12). 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 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Wil +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +15 Con ----- def ----- Defense +10 (+3 eff.) Resists +10% blight Affinity +15% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) HP.reg +2.00 Heal.mod +30% Stun/Frz- +90% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Mana/turn +0.29 Max.mana +25.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 15 light Ranged+ 14 light Dmg.mod +14% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +16 Mag +7 Wil +6 Cun dps ---------- Spell.pwr +11 (+3 eff.) Melee+ 34 physical Ranged+ 21 physical Dmg.mod +15% nature Res.pen +10% nature Melee Ret 2 blight On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 On Hit (Ranged): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% blight Spell.save +20 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 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 48%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% nature +12% blight Poison- +28% Disease- +22% Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag ----- def ----- Resists +13% acid +20% fire +26% lightning +26% cold Spell.save +12 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +23.00% Spell.pwr +19 (+5 eff.) Melee+ 27 fire Dmg.mod +30% fire ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature Power 45.5 - 68.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 nature +4 mind On Crit.r2 +27 acid +42 fire +24 nature While equipped: dps ---------- All.spd +4% Dmg.mod +3% mind Res.pen +20% acid +16% fire +17% nature Apr +12 Melee Ret 2 mind ----- def ----- Resists +15% mind +3% lightning Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Master Power 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +14 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +21 cold Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 70.5 - 105.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +28 (+7 eff.) Apr +14 Massive two-handed battleaxes. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 48.0 - 76.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Res.pen +20% blight +25% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +5% arcane Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.crit +14.0% Crit.mult +45.00% Phys.spd +10% Acc +33 (+8 eff.) Apr +16 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% While equipped: Stats +2 Str +8 Dex +9 Mag +11 Wil dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +11 (+3 eff.) Phys.spd +10% Res.pen +14% physical Acc +38 (+10 eff.) Apr +10 ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +7% physical Acc +45 (+11 eff.) Apr +8 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +20 acid +27 nature While equipped: dps ---------- Phys.crit +10.0% Crit.mult +22.00% Res.pen +23% acid +22% nature Apr +19 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 blight +10 light Against +13% Undead On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 30 While equipped: ----- def ----- Disease- +27% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning 4 physical 3 fire 4 acid 4 cold ----- def ----- Resists +5% lightning +3% physical +4% cold +3% fire +5% acid ---------- 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 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 18 acid 7 physical 6 fire 6 lightning 7 cold Dmg.mod +4% acid Res.pen +14% acid ----- def ----- Resists +24% acid +5% physical +6% cold +6% fire +8% lightning HP.reg +4.00 ---------- 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 Reqs Wil 48 [Random Unique] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +16 mind While equipped: Stats +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +14% acid +13% fire +15% cold +12% physical Res.pen +9% acid +8% fire +9% cold +7% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +64.00 HP.reg +3.10 Heal/summ +38 ---------- misc Light +3 See.Invis +9 Max.summ +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +13% lightning +8% cold +8% physical ----- def ----- Defense +30 (+8 eff.) Resists +16% lightning +20% fire +19% cold Pinning- +32% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +17% lightning +15% fire +22% cold Spell.save +5 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 18 physical Dmg.mod +20% physical Res.pen +13% physical ----- def ----- Resists +16% lightning +6% fire +15% physical +18% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +16% mind +18% darkness Res.pen +10% mind +7% darkness ---------- misc Max.hate +8.00 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 Reqs Wil 48 [Ego+] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) All.spd +5% Melee+ 15 fire Dmg.mod +13% fire Res.pen +15% fire ----- def ----- Resists +13% fire ---------- 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 Reqs Wil 48 [Ego+] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 15 acid Dmg.mod +14% acid Res.pen +12% acid ----- def ----- Resists +13% acid HP.reg +3.00 ---------- 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 Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +36% lightning +11% fire +7% physical +28% cold ----- def ----- Defense +23 (+7 eff.) Pinning- +40% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +17% all Acc +15 (+4 eff.) Apr +18 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 55.0 - 66.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 60 Ranged+ +19 physical +16 arcane +44 cold On Crit.r2 +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +16 Apr +6 Crit +7.0% Capacity 22 Ranged+ +21 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 30 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Arcane/Master Power 58.5 - 70.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +13 Crit +14.0% Capacity 49 Rld cld 3 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. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +10% light +8% darkness ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +25% acid +17% physical +11% fire +19% cold ----- def ----- Resists +15% acid +15% physical +20% fire +13% cold +15% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +7 Wil ----- def ----- Resists +15% blight +15% all Max.HP +67.00 HP.reg +4.50 Heal.mod +29% ---------- misc Mana/turn +0.32 Psi/turn +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +25% temporal ----- def ----- Resists +15% all +25% temporal Spell.save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +18.00% ----- def ----- Resists +14% blight +15% all Max.HP +84.00 HP.reg +3.70 Heal.mod +25% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 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 +25% nature ----- def ----- Resists +11% blight +15% all Max.HP +57.00 HP.reg +4.50 Heal.mod +20% Poison- +42% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +47.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +21% acid A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +7 Str +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +24 (+7 eff.) Fatigue +8% Resists +16% darkness +11% physical ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +12% blight +21% darkness Max.HP +72.00 HP.reg +4.00 Heal.mod +15% ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature While equipped: Stats +10 Str +9 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +7% Phys.pwr +12 (+2 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +20% lightning HP.reg +4.60 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +6% mind Apr +3 Melee Ret 8 lightning ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 15 acid 13 fire Melee Ret 15 acid 15 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +21% acid +10% physical +16% darkness +22% fire ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +22 Fatigue +18% Resists +19% acid Phys.save +7 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +25% nature ----- def ----- Armour +16 Fatigue +22% Resists +18% acid +24% temporal +10% arcane +9% nature Spell.save +17 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Cun +6 Wil dps ---------- Dmg.mod +9% arcane Res.pen +25% mind ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +21% fire +23% darkness Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.24 Hate/m.crit +5.00 Light +2 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% nature ----- def ----- Defense +15 (+5 eff.) Resists +3% light Max.HP +30.00 Pinning- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +8% acid +6% fire +6% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +3% acid +15% temporal +6% darkness ---------- misc Stam/turn +2.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +18 (+3 eff.) Spell.pwr +23 (+6 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +4 Wil +3 Cun dps ---------- Melee+ 7 acid 7 fire 7 cold 10 lightning ----- def ----- Armour +3 Resists +8% light +10% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 72.44 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +14 Con ----- def ----- Armour +19 Hardiness +11% Resists +11% physical Disarm- +42% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +10% physical Apr +3 ----- def ----- Armour +11 Fatigue +3% Resists +2% physical A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +10 Str +1 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +11% nature +13% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 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 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% acid +5% cold On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +3% cold ---------- misc Light +6 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 560.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Dex ----- def ----- Resists +3% temporal Die.at -60.00 life ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 23 cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Karsimysta the Higher Doombringer level 33
1st Dusk 123rd year of Ascendancy at 21:37 see stats
By Karsimysta the Higher Doombringer level 23
61st Regrowth 123rd year of Ascendancy at 03:00 see stats
By Karsimysta the Higher Doombringer level 33
10th Flare 123rd year of Ascendancy at 05:49 see stats
By Karsimysta the Higher Doombringer level 25
3rd Pyre 123rd year of Ascendancy at 01:16 see stats
By Karsimysta the Higher Doombringer level 39
38th Dusk 123rd year of Ascendancy at 11:26 see stats
By Karsimysta the Higher Doombringer level 45
34th Haze 123rd year of Ascendancy at 08:38 see stats
By Karsimysta the Higher Doombringer level 37
34th Dusk 123rd year of Ascendancy at 13:57 see stats
By Karsimysta the Higher Doombringer level 45
18th Regrowth 124th year of Ascendancy at 13:12 see stats
By Karsimysta the Higher Doombringer level 17
55th Dusk 122nd year of Ascendancy at 12:20 see stats
By Karsimysta the Higher Doombringer level 36
30th Dusk 123rd year of Ascendancy at 08:26 see stats
By Karsimysta the Higher Doombringer level 21
18th Haze 122nd year of Ascendancy at 18:32 see stats
By Karsimysta the Higher Doombringer level 33
9th Dusk 123rd year of Ascendancy at 08:23 see stats
By Karsimysta the Higher Doombringer level 49
42nd Pyre 124th year of Ascendancy at 16:49 see stats
By Karsimysta the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 20:32 see stats
By Karsimysta the Higher Doombringer level 21
19th Haze 122nd year of Ascendancy at 06:57 see stats
By Karsimysta the Higher Doombringer level 10
5th Mirth 122nd year of Ascendancy at 10:46 see stats
By Karsimysta the Higher Doombringer level 20
71st Dusk 122nd year of Ascendancy at 13:11 see stats
By Karsimysta the Higher Doombringer level 30
2nd Flare 123rd year of Ascendancy at 13:32 see stats
By Karsimysta the Higher Doombringer level 40
56th Dusk 123rd year of Ascendancy at 02:19 see stats
By Karsimysta the Higher Doombringer level 50
44th Pyre 124th year of Ascendancy at 12:18 see stats
By Karsimysta the Higher Doombringer level 27
6th Pyre 123rd year of Ascendancy at 10:53 see stats
By Karsimysta the Higher Doombringer level 50
46th Pyre 124th year of Ascendancy at 17:14 see stats
By Karsimysta the Higher Doombringer level 22
38th Haze 122nd year of Ascendancy at 03:11 see stats
By Karsimysta the Higher Doombringer level 42
4th Haze 123rd year of Ascendancy at 03:48 see stats
By Karsimysta the Higher Doombringer level 25
4th Pyre 123rd year of Ascendancy at 07:13 see stats
By Karsimysta the Higher Doombringer level 36
30th Dusk 123rd year of Ascendancy at 22:02 see stats
By Karsimysta the Higher Doombringer level 45
32nd Regrowth 124th year of Ascendancy at 08:37 see stats
By Karsimysta the Higher Doombringer level 10
5th Mirth 122nd year of Ascendancy at 10:48 see stats
By Karsimysta the Higher Doombringer level 23
61st Regrowth 123rd year of Ascendancy at 03:00 see stats
By Karsimysta the Higher Doombringer level 42
4th Haze 123rd year of Ascendancy at 03:48 see stats
By Karsimysta the Higher Doombringer level 9
3rd Mirth 122nd year of Ascendancy at 05:39 see stats
By Karsimysta the Higher Doombringer level 40
64th Dusk 123rd year of Ascendancy at 21:21 see stats
By Karsimysta the Higher Doombringer level 29
74th Pyre 123rd year of Ascendancy at 01:47 see stats
By Karsimysta the Higher Doombringer level 31
8th Flare 123rd year of Ascendancy at 07:58 see stats
By Karsimysta the Higher Doombringer level 18
67th Dusk 122nd year of Ascendancy at 09:14 see stats
By Karsimysta the Higher Doombringer level 32
9th Flare 123rd year of Ascendancy at 12:40 see stats
Log
Burning Shock from Karsimysta's Inner Demon hits Karsimysta for 27 fire damage.
Deep Wound from Karsimysta's Inner Demon hits Karsimysta for 167 physical damage.
Karsimysta's Inner Demon receives 4 healing from Devouring flames from Karsimysta's Inner Demon.
Acid Splash from Karsimysta's Inner Demon hits Karsimysta for 31 acid damage.
Waking Nightmare from Eilinyma the spire dragon hits Karsimysta for 38 darkness damage.
Karsimysta hits Karsimysta's Inner Demon for 2 fire damage.
Burning from Karsimysta hits Karsimysta's Inner Demon for 1 fire damage.
Karsimysta's Inner Demon's is surrounded with an all-consuming flame!
Eilinyma the spire dragon uses Constrict.
Eilinyma the spire dragon misses Karsimysta.
Karsimysta's Inner Demon uses Infusion: Heroism.
Karsimysta's Inner Demon casts Obliterating Smash.
Karsimysta's Inner Demon performs a melee critical strike against Karsimysta!
Karsimysta's Inner Demon's weapon surges with fire!
Karsimysta starts to bleed.
Karsimysta's Inner Demon is recovering from the damage!
Karsimysta's Inner Demon is weakened by the darkness!
Karsimysta's Inner Demon's is no longer blazing.
Karsimysta's Inner Demon is on fire!
Karsimysta's Inner Demon's spell attains critical power!
Karsimysta's Inner Demon's is surrounded with an all-consuming flame!
Karsimysta's Inner Demon's armour is damaged!
Karsimysta's Inner Demon performs a melee critical strike against Eilinyma the spire dragon!
Melee retaliation hits Karsimysta's Inner Demon for 0 acid, 1 fire, 1 arcane (3 total damage).
Melee retaliation hits Karsimysta's Inner Demon for 0 acid, 6 blight, 8 fire, 2 arcane (17 total damage).
Karsimysta's Inner Demon hits Karsimysta for 1486 physical damage.
Karsimysta's Inner Demon hits Eilinyma the spire dragon for (123 to psi shield), 785 physical, 13 fire (799 total damage).
Karsimysta's Inner Demon hits Karsimysta's Inner Demon for (54 abyssal shield), 580 physical, (4 abyssal shield), 4 fire (585 total damage).
Karsimysta the level 50 higher doombringer was splattered to death by a Karsimysta's Inner Demon on level 1 of Gorbat Pride.
Karsimysta's Inner Demon's weapon glows with critical power!