










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 50 / 117% |
Size | big |
Lifes / Deaths | Killed by elven tempest at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 17:36 3 / 4Killed by Emyna the cave bear at level 32 on the 60th Pyre 123rd year of Ascendancy at 13:46 Killed by Eloth the bandit at level 36 on the 8th Mirth 123rd year of Ascendancy at 22:16 Killed by thief at level 46 on the 41st Haze 123rd year of Ascendancy at 13:15 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 88 (base 61) |
Constitution | 21 (base 13) |
Magic | 60 (base 20) |
Willpower | 56 (base 31) |
Cunning | 93 (base 60) |
Resources
Life | 1041/1041 |
Mana | 374/374 |
Stamina | 287/287 |
Positive | 0/197 |
Healing Factor | 1.5663874345549 |
Regeneration | 20.22395959304 |
Speed
Mental | +3.7302537034301% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | +13.73025370343% |
Global | +145% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 9 |
See Stealth | 45.28081063601 |
See Invisible | 54.28081063601 |
Stealth | 41.566878631416 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 131 |
Accuracy | 67 |
Crit Chance | 82% |
APR | 30 |
Speed | 0.96 |
Offense: Offhand
Damage | 91 |
Accuracy | 67 |
Crit Chance | 78% |
APR | 29 |
Speed | 0.96 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 45% |
Speed | 0.87927351556575 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Nature | +30% |
Acid | +29% |
Physical | +9% |
Darkness | +55% |
Blight | +15% |
Arcane | +5% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (76.01246105919%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 35 |
Mental Save | 60 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 37%( 70%) |
All | + 10%( 70%) |
Lightning | + 26%( 70%) |
Light | + 30%( 70%) |
Temporal | + 50%( 70%) |
Physical | + 19%( 70%) |
Darkness | + 52%( 70%) |
Defense: Immunities
Knockback Resistance | 10% |
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -609 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Celestial / Light | 0.80 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Trained Reactions |
talent | Essence of Speed |
talent | Shadow Combat |
talent | Shadow Feed |
talent | Stealth |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.8 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 27 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +2. | 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. | active |
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 |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 unlocked the hall of reflections. * 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: 888. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within4 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Wil +8 Con dps ---------- Dmg.mod +9% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +15% temporal HP.reg +3.00 Heal.mod +28% ---------- misc Infravis +3 Size +1 Heave: Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +1 Str +4 Mag +8 Wil +2 Cun dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Light +5 See.Invis +9 Telepathy Humanoid/Orc A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +9 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Resists +14% light +17% darkness A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +9 Mag +5 Wil dps ---------- Melee+ 6 arcane Dmg.mod +5% arcane Acc +17 (+4 eff.) Melee Ret 4 arcane ----- def ----- Armour +2 Resists +10% arcane +9% light Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +9 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +21 arcane On Crit.r2 +10 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 34) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid +6% lightning Crit.dmg- 10.00% Mind.save +8 (+2 eff.) HP.reg +1.90 Stun/Frz- +25% ---------- misc Infravis +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +7% ----- def ----- HP.reg +2.00 Heal/summ +30 Stun/Frz- +25% ---------- misc Psi/ret +0.08 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Res.pen +10% lightning +25% physical Melee Ret 8 physical ----- def ----- Armour +4 Resists +10% physical Max.HP +40.00 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 64% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 37.72 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. 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 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +3 (+1 eff.) ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 35% Cun, 55% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.38 acid and 14.60 blight damage. If not cleared after five turns it will inflict 82.91 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +44 (+11 eff.) Heal.mod +20% Knockbk- +10% ---------- 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 | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 35, based on Cunning and Magic) for 10 turns. Uses 29 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -336 life. It will always increase your three highest stats. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -661 life. It will always increase your three highest stats. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -615 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] 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 create a protective shield absorbing at most 484 damage for 6 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 ability. |
![]() 0.1 T2 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 Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 96 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 ability. |
![]() 0.1 T2 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 (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 92 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 ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 92 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 ability. |
![]() 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 (87% of a turn) Is a spell Description: Inflicts 374.00 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 ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +25 (+12 eff.) Spell.save +18 (+8 eff.) Mind.save +18 (+4 eff.) Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +4 (+1 eff.) Resists +22% acid Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +6 (+2 eff.) Resists +24% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +15% physical ----- def ----- Resists +18% physical Heal.mod +20% ---------- misc Stam/turn +0.80 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire Res.pen +25% nature +15% fire Melee Ret 20 nature ----- def ----- Resists +6% fire HP.reg +3.20 Stun/Frz- +27% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Con dps ---------- Dmg.mod +18% physical Acc +10 (+3 eff.) ----- def ----- Max.HP +20.00 Heal.mod +10% ---------- misc Max.stam +35.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +1 Con dps ---------- Melee+ 12 bleed Ranged+ 12 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +17.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 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 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 39 light Ranged+ 29 light On Hit (Melee): * 22% chance to blind On Hit (Ranged): * 18% chance to blind Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% lightning +20% darkness Melee Ret 8 darkness 8 acid On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% acid Mind.save +15 (+4 eff.) Confus- +50% Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 acid +8 arcane While equipped: dps ---------- Spell.crit +18% Crit.mult +10.00% Spell.pwr +22 (+6 eff.) Melee+ 10% confusion Dmg.mod +30% blight +3% arcane Phasing +42% Melee Ret 8 blight ----- def ----- Defense +17 (+6 eff.) Resists +3% blight ---------- misc Mana/turn +0.33 Max.mana +97.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +34.00% Spell.pwr +31 (+8 eff.) Melee+ 23 fire Dmg.mod +30% darkness ---------- misc See.Invis +15 Talents +1 Command Staff Unleash an elemental blastwave, dealing 45.07 to 54.09 darkness damage in a radius 6 around the user Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +25.00% Spell.pwr +21 (+6 eff.) Melee+ 24 fire Dmg.mod +30% darkness ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+6 eff.) Dmg.mod +30% fire Res.pen +15% fire ----- def ----- HP.reg +0.70 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +31 (+8 eff.) S.pwr/crit +9 Dmg.mod +30% fire ----- def ----- HP.reg +1.30 Heal.mod +23% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 45.07 to 54.09 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Crit.mult +11.00% Phys.pwr +12 (+3 eff.) Spell.pwr +24 (+6 eff.) Dmg.mod +30% cold Acc +9 (+2 eff.) ----- def ----- Armour +9 Defense +9 (+3 eff.) ---------- misc Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Crit.mult +12.00% Phys.pwr +11 (+3 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +30% cold Acc +10 (+3 eff.) ----- def ----- Resists +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +25 (+7 eff.) Dmg.mod +38% acid ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 48.81 to 58.57 acid damage in a radius 6 around the user Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +19 (+5 eff.) Dmg.mod +30% light ---------- misc Mana/turn +0.24 Max.mana +59.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 45.07 to 54.09 light damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +10 (+3 eff.) Res.pen +23% acid +19% fire +19% lightning +17% cold Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Nature/Disrupt Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +77 insidious poison Against +28% Unnatural While equipped: Stats +6 Wil Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +17 (+4 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 54.0 - 75.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 27% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +11 (+3 eff.) Res.pen +8% lightning Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 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+] Arcane Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +34 blight On Hit: 10% Epidemic 5 On Hit: * 31% chance to disease While equipped: ----- def ----- Disease- +28% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 188.29 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Master Power 27.0 - 35.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 acid On Crit: * cripple the target While equipped: Stats +6 Str dps ---------- Phys.crit +7.0% Dmg.mod +7% physical Acc +5 (+1 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Stam/ret +2.00 Infravis +2 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness +0% confusion While equipped: dps ---------- Dmg.mod +10% darkness ---------- 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 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Cun, 5% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc 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 (+6 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 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light +0 blinding While equipped: dps ---------- Dmg.mod +10% light ---------- 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 [Ego] Arcane/Nature Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature +7 temporal On Hit.r1 +8 fire Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 24.5 - 31.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 17% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +1 Cun +1 Con dps ---------- Res.pen +4% lightning Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +12 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% All.spd +2% Res.pen +8% fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: Stats +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +11% physical +11% mind +8% darkness ----- def ----- Disarm- +20% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +4 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning Res.pen +11% lightning Melee Ret 7 lightning ----- def ----- Resists +12% lightning 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 This natural frost should be returned to the wyrm. Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +17% cold Res.pen +12% cold Melee Ret 12 ice ----- def ----- Armour +7 Resists +13% cold 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 T4 longbow 2H weapon Reqs Shoot [Ego++] Nature/Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +18 nature While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +14 (+5 eff.) Res.pen +15% nature On Hit (Ranged): * 32 arcane resource burn ----- def ----- Resists +11% all ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +13 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +8% acid Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +47 temporal +29 physical +26 blight +8 fire On Hit.r1 +16 mind +4 fire On Crit.r2 +8 fire On Hit: 10% Epidemic 5 On Hit: * 14% chance to disease * 11% chance to gain 10% of a turn (3/turn limit) * 10% chance to stun, blind, pin, or confuse the target Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego++] Arcane While equipped: Stats +2 Mag +4 Con dps ---------- On Melee Ret: * 14% chance to blind ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +12% light ---------- misc Wards +2 lightning +2 temporal +2 blight +2 fire +2 cold Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +14 (+4 eff.) S.pwr/crit +5 ----- def ----- Defense +3 (+1 eff.) Resists +18% mind +18% darkness Phys.save +15 (+8 eff.) Spell.save +14 (+6 eff.) Mind.save +31 (+8 eff.) Silence- +22% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) 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 +22 (+6 eff.) Dmg.mod +14% all ----- def ----- Defense +5 (+2 eff.) Spell.save +20 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +11% acid +10% physical +13% light +15% fire +16% darkness +10% cold ----- def ----- Defense +5 (+2 eff.) Resists +17% acid +16% physical +16% fire +16% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 4 physical ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +7% Resists +15% cold Max.HP +32.00 HP.reg +5.20 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +2 Wil +2 Cun +1 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% cold Crit.dmg- 15.00% Max.HP +85.00 HP.reg +8.50 Heal.mod +34% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +8% Resists +6% acid +7% cold Phys.save +7 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 10 light ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +25% blight +20% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 14.0 T1 heavy armor [Ego++] Master While equipped: Stats +8 Str +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +12% darkness +7% physical Max.HP +41.00 ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 2.2 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +6% physical +15% light +17% darkness Phys.save +18 (+9 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego++] Arcane/Psionic While equipped: Stats +1 Cun +8 Con ----- def ----- Armour +25 Defense +24 (+8 eff.) Fatigue +34% Resists +14% fire -15% light +9% darkness Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +33 (+8 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +8% acid +8% blight Mind.save +8 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +9 Lck ----- def ----- Stealth +15 ---------- misc T.Disarm +22 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +6 Wil ----- def ----- D.Red.from +27% Summoned Mind.save +10 (+2 eff.) Max.HP +66.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +8% acid +8% fire +8% lightning +10% cold Phys.save +14 (+7 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% darkness +9% fire Melee Ret 4 fire 8 arcane 20 darkness ----- def ----- Defense +28 (+9 eff.) Resists +3% fire Phys.save +22 (+11 eff.) Spell.save +14 (+6 eff.) Mind.save +13 (+3 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 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +10 Wil dps ---------- Spell.crit +8% Dmg.mod +18% darkness +6% acid Res.pen +20% darkness +29% blight Melee Ret 16 acid ----- def ----- Armour +10 Defense +17 (+6 eff.) Resists +6% acid +25% darkness +5% arcane Phys.save +25 (+12 eff.) Spell.save +23 (+9 eff.) Mind.save +30 (+7 eff.) Stealth +25 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 feet armor [Ego++] Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +5% Phys.save +8 (+4 eff.) Spell.save +14 (+6 eff.) Mind.save +7 (+2 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +21% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +12% blight Apr +13 ----- def ----- Armour +5 Fatigue +4% Resists +15% temporal +6% blight +15% fire +5% arcane +14% cold Disengage: Puts all charms on 9 cooldown Level 3.9 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 184% 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. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +1 Dex +1 Cun dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +17% darkness +18% temporal Apr +10 ----- def ----- Armour +5 Fatigue -2% Resists +23% darkness +24% temporal Phys.save +14 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) Def/telep +16 Res/telep +19% Dur/telep +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Acc +6 (+2 eff.) Apr +2 ----- def ----- Armour +2 Phys.save +25 (+12 eff.) Mind.save +6 (+1 eff.) Disarm- +32% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +6.0% Atk.spd 100% On Hit.r1 +16 darkness On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 166.26 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 7 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 89.16 fire damage and 138.20 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T3 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil +7 Con dps ---------- Melee+ 7 arcane ----- def ----- Armour +8 Hardiness +6% Resists +4% arcane +6% physical Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Hit: 5% Stone Touch 3 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Con ----- def ----- Armour +3 Defense +2 (+1 eff.) Mind.save +8 (+2 eff.) Stone Wall: Puts all charms on 47 cooldown Level 1.0 Pwr.cost 47 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 104.79 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Mag +3 Con ----- def ----- Armour +9 Fatigue +3% Resists +2% physical Phys.save +9 (+5 eff.) Mind.save +8 (+2 eff.) Die.at -80.00 life ---------- misc Max.mana +100.00 Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 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. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +5 Wil +4 Cun dps ---------- Spell.crit +2% Dmg.mod +6% blight +5% arcane +9% mind Apr +6 Melee Ret 8 mind 10 vim draining blight ----- def ----- Armour +2 Resists +6% mind ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +4 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +9 (+2 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 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 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 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 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 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 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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 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. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +13 (+4 eff.) ----- def ----- Resists +8% blight +9% darkness ---------- misc Light +5 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 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 9 turns, and deals 21 blight damage or heals 28 life. Creatures standing in the retch also have 10% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (113 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 47 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 420.00 fire damage (based on Magic). Uses 29 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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 12, dealing 572.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 94.50 to 189.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 12 cooldown 100% to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +3% fire +9% darkness +3% temporal ---------- misc Talents +1 Invoke Tentacle +5 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Harden the skin for 7 turns increasing armour by 61 and armour hardiness by 70% Puts all charms on 12 cooldown 100% to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 86 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T3 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +6.00 Fire a bolt of a random element with (base) damage 129 to 259 Puts all charms on 6 cooldown 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 +4 lightning +3 temporal +4 blight +3 fire +3 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 14, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Attento2 the Cornac Shadowblade level 32
71st Regrowth 123rd year of Ascendancy at 17:02 see stats
By Attento2 the Cornac Shadowblade level 19
46th Haze 122nd year of Ascendancy at 04:04 see stats
By Attento2 the Cornac Shadowblade level 36
10th Mirth 123rd year of Ascendancy at 03:18 see stats
By Attento2 the Cornac Shadowblade level 42
79th Dusk 123rd year of Ascendancy at 22:00 see stats
By Attento2 the Cornac Shadowblade level 35
6th Mirth 123rd year of Ascendancy at 20:53 see stats
By Attento2 the Cornac Shadowblade level 17
40th Haze 122nd year of Ascendancy at 02:58 see stats
By Attento2 the Cornac Shadowblade level 42
10th Haze 123rd year of Ascendancy at 06:40 see stats
By Attento2 the Cornac Shadowblade level 10
10th Flare 122nd year of Ascendancy at 19:20 see stats
By Attento2 the Cornac Shadowblade level 34
2nd Mirth 123rd year of Ascendancy at 13:33 see stats
By Attento2 the Cornac Shadowblade level 43
30th Haze 123rd year of Ascendancy at 04:19 see stats
By Attento2 the Cornac Shadowblade level 18
43rd Haze 122nd year of Ascendancy at 11:06 see stats
By Attento2 the Cornac Shadowblade level 23
10th Regrowth 123rd year of Ascendancy at 08:29 see stats
By Attento2 the Cornac Shadowblade level 31
55th Regrowth 123rd year of Ascendancy at 03:27 see stats
By Attento2 the Cornac Shadowblade level 50
41st Regrowth 124th year of Ascendancy at 12:39 see stats
By Attento2 the Cornac Shadowblade level 43
31st Haze 123rd year of Ascendancy at 16:04 see stats
By Attento2 the Cornac Shadowblade level 19
46th Haze 122nd year of Ascendancy at 01:01 see stats
By Attento2 the Cornac Shadowblade level 10
2nd Flare 122nd year of Ascendancy at 13:06 see stats
By Attento2 the Cornac Shadowblade level 20
1st Decay 122nd year of Ascendancy at 09:28 see stats
By Attento2 the Cornac Shadowblade level 30
47th Regrowth 123rd year of Ascendancy at 02:50 see stats
By Attento2 the Cornac Shadowblade level 40
59th Dusk 123rd year of Ascendancy at 20:55 see stats
By Attento2 the Cornac Shadowblade level 50
12nd Regrowth 124th year of Ascendancy at 18:10 see stats
By Attento2 the Cornac Shadowblade level 32
3rd Pyre 123rd year of Ascendancy at 20:39 see stats
By Attento2 the Cornac Shadowblade level 50
14th Regrowth 124th year of Ascendancy at 06:05 see stats
By Attento2 the Cornac Shadowblade level 46
44th Haze 123rd year of Ascendancy at 01:09 see stats
By Attento2 the Cornac Shadowblade level 14
38th Dusk 122nd year of Ascendancy at 04:36 see stats
By Attento2 the Cornac Shadowblade level 28
35th Regrowth 123rd year of Ascendancy at 16:51 see stats
By Attento2 the Cornac Shadowblade level 50
41st Regrowth 124th year of Ascendancy at 02:34 see stats
By Attento2 the Cornac Shadowblade level 41
78th Dusk 123rd year of Ascendancy at 09:01 see stats
By Attento2 the Cornac Shadowblade level 34
2nd Mirth 123rd year of Ascendancy at 21:40 see stats
By Attento2 the Cornac Shadowblade level 19
46th Haze 122nd year of Ascendancy at 04:04 see stats
By Attento2 the Cornac Shadowblade level 5
1st Mirth 122nd year of Ascendancy at 18:42 see stats
By Attento2 the Cornac Shadowblade level 19
46th Haze 122nd year of Ascendancy at 04:04 see stats
By Attento2 the Cornac Shadowblade level 19
1st Decay 122nd year of Ascendancy at 09:28 see stats
By Attento2 the Cornac Shadowblade level 5
79th Pyre 122nd year of Ascendancy at 14:28 see stats
By Attento2 the Cornac Shadowblade level 20
2nd Allure 123rd year of Ascendancy at 04:44 see stats
By Attento2 the Cornac Shadowblade level 38
30th Dusk 123rd year of Ascendancy at 16:24 see stats
By Attento2 the Cornac Shadowblade level 19
80th Haze 122nd year of Ascendancy at 19:26 see stats
By Attento2 the Cornac Shadowblade level 31
51st Regrowth 123rd year of Ascendancy at 03:28 see stats
By Attento2 the Cornac Shadowblade level 22
6th Allure 123rd year of Ascendancy at 09:06 see stats
By Attento2 the Cornac Shadowblade level 26
31st Regrowth 123rd year of Ascendancy at 04:09 see stats
Log
Talent Expose Weakness is ready to use.
Talent Whirlwind is ready to use.
Talent Flurry is ready to use.
Talent Time Shield is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Lunge is ready to use.
Talent Infusion: Heroism is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Blade Flurry is ready to use.
Talent Blinding Speed is ready to use.
Rested for 42 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Attento2 picks up (o.): savior's voratun amulet.
Attento2 picks up ( .): bright dwarven lantern of the zealot.
Ran for 2 turns (stop reason: interesting terrain).
There is a Entrance to the High Peak here (press '' or right click to use).
Attento2 deactivates Shadow Feed.
Attento2 deactivates Stealth.
Attento2 deactivates Shadow Combat.
Attento2 deactivates Precise Strikes.
Attento2 deactivates Trained Reactions.
Attento2 deactivates Essence of Speed.