











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Doombringer |
Level / Exp | 50 / 573% |
Size | medium |
Lifes / Deaths | Killed by Ariba the Frozen Terror at level 50 on the 34th Regrowth 124th year of Ascendancy at 09:56 / 1 |
Primary Stats
Strength | 83 (base 59) |
Dexterity | 68 (base 59) |
Constitution | 45 (base 32) |
Magic | 131 (base 57) |
Willpower | 48 (base 16) |
Cunning | 14 (base 14) |
Resources
Life | -921/1540 |
Mana | 541/687 |
Stamina | 319/372 |
Vim | 127/329 |
Healing Factor | 0.9511689881046 |
Regeneration | 9.7494821280721 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 6 |
See Stealth | 17.342941493866 |
See Invisible | 32.342941493866 |
Offense: Mainhand
Damage | 186 |
Accuracy | 65 |
Crit Chance | 27% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +35% |
Temporal | +45% |
Physical | +51% |
Arcane | +39% |
Mind | +33% |
All | +12% |
Offense: Damage Penetration
Darkness | +40% |
Temporal | +33% |
All | +25% |
Physical | +54% |
Mind | +45% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 21 (38.594633868923%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 60 |
Mental Save | 36 |
Defense: Resistances
Blight | + 51%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 49%( 70%) |
All | + 28%( 70%) |
Lightning | + 35%( 70%) |
Light | + 35%( 70%) |
Temporal | + 32%( 70%) |
Darkness | + 63%( 70%) |
Fire | + 35%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Silence Resistance | 38% |
Confusion Resistance | 88% |
Instadeath Resistance | 100% |
Stun Resistance | 82% |
Poison Resistance | 13% |
Blind Resistance | 45% |
Inscriptions (4/4)
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 755 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: 15 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 151 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1069% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 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. | 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 |
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 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Aryba the giant black ant. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Destructa Hellbringer. Escort: lost warrior (level 5 of Dreadfell) | 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 |
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. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1732. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +15% nature ----- def ----- Armour +8 Defense +10 (+2 eff.) Fatigue +3% Resists +18% cold Die.at -80.00 life HP.reg +4.00 Heal.mod +20% Silence- +38% Confus- +30% Stun/Frz- +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +5% Spell.pwr +16 (+3 eff.) Dmg.mod +13% light +15% arcane On Hit (Melee): * 21% chance to slow global speed by 50% ----- def ----- Resists +14% blight +29% darkness +9% nature +5% arcane Affinity +5% light ---------- misc Light +9 Infravis +5 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 38 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +8 Dex +3 Wil dps ---------- Crit.mult +15.00% Res.pen +15% physical Phasing +30% Melee Ret 10 blight ---------- misc Stam/turn +3.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Mag dps ---------- Dmg.mod +21% mind Melee Ret 10 lightning 6 fire ----- def ----- HP.reg +8.00 Stun/Frz- +44% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Mag +8 Con dps ---------- Crit.mult +15.00% Phys.pwr +9 (+2 eff.) Acc +15 (+3 eff.) Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +8% blight +3% temporal +7% nature Spell.save +12 (+3 eff.) Poison- +13% Disease- +18% ---------- misc Max.stam +30.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. 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? |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% arcane +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +13 (+2 eff.) Resists +3% temporal Mind.save +8 (+4 eff.) Stealth +8 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.11 Max.mana +39.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 198% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +3.0% Atk.spd 100% Melee+ +20 physical On Hit: * 21% chance to reduce strength, dexterity, and constitution by 34 While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Dmg.mod +12% physical Res.pen +20% mind ----- def ----- Defense +20 (+4 eff.) Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +13.0% Spell.crit +18% Mind.crit +14% Crit.mult +9.00% Melee+ 7 acid 9 fire 7 cold 7 lightning ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 151% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +20.0% Atk.spd 83% Melee+ +19 ice +22 fire +18 acid +24 lightning On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +7 Mag dps ---------- Crit.mult +10.00% Spell.pwr +20 (+4 eff.) Dmg.mod +27% temporal +27% physical +12% all Res.pen +8% temporal +14% physical ----- def ----- Armour +4 Resists +10% lightning +10% light +10% darkness +11% cold +10% blight +10% fire +5% arcane +15% all Phys.save +20 (+7 eff.) Spell.save +32 (+8 eff.) Mind.save +17 (+7 eff.) Anom.red +12 Die.at -80.00 life Max.HP +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Mag +4 Wil +3 Con dps ---------- Spell.crit +2% Crit.mult +22.00% Acc +10 (+2 eff.) Apr +11 ----- def ----- Defense +3 (+0 eff.) Spell.save +12 (+3 eff.) Stealth +10 ---------- misc Psi/ret +0.16 Hate/m.crit +4.00 Max.mana +64.00 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 T3 amulet jewelry [Rare] Psionic While equipped: Stats +9 Str +6 Mag +10 Wil +2 Con dps ---------- Mind.pwr +11 (+5 eff.) Dmg.mod +9% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane Mind.save +9 (+4 eff.) Confus- +18% Amulets make your neck look great! |
Inventory
![]() 0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 495.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +29% lightning +6% mind +6% nature Stun/Frz- +24% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +20 (+5 eff.) Apr +2 ----- def ----- Armour +20 Defense +12 (+2 eff.) Resists +30% mind +29% temporal Res.Cap +6% all Phys.save +36 (+12 eff.) Max.HP +79.00 HP.reg +11.00 Confus- +49% Pinning- +44% Knockbk- +39% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +5 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +18% physical Res.pen +15% physical ----- def ----- Armour +10 Resists +37% light +30% darkness Crit.chn- 15.52% Phys.save +9 (+3 eff.) Blind- +50% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +17% lightning +2% physical +20% light +6% fire +3% darkness HP.reg +2.00 Stun/Frz- +26% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Mag +3 Cun +1 Con dps ---------- Res.pen +5% darkness Melee Ret 4 lightning Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) S.pwr/crit +4 Dmg.mod +6% light +6% temporal +6% darkness +4% physical ---------- misc Mana/turn +0.45 Max.mana +32.00 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 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% acid +25% temporal +20% nature On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +6% nature HP.reg +2.00 Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +15% cold +16% darkness +6% mind Res.pen +15% mind Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +30% cold +32% darkness +9% mind HP.reg +5.00 Stun/Frz- +32% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Wil +1 Con dps ---------- Dmg.mod +12% cold Res.pen +5% mind Melee Ret 6 mind ----- def ----- Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +9 Wil +9 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +19% acid Res.pen +25% nature +25% arcane On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +38% acid +6% nature +5% arcane Mind.save +18 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +4 Mag +9 Wil dps ---------- Phys.crit +4.0% Mind.pwr +20 (+8 eff.) Res.pen +15% mind +25% physical ----- def ----- Armour +4 Resists +5% physical Mind.save +18 (+7 eff.) ---------- misc Stam/turn +3.10 Psi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +12 (+5 eff.) Mov.spd +15% Dmg.mod +3% lightning +7% all Res.pen +15% arcane +10% lightning Acc +13 (+3 eff.) Melee Ret 4 arcane ----- def ----- Defense +15 (+3 eff.) Resists +12% lightning Silence- +50% ---------- misc Mana/turn +0.34 Blinding Speed: Puts all charms on 34 cooldown Level 3.9 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +40.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% physical ----- def ----- Resists +15% physical Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Resists +15% temporal +9% light +15% nature +5% arcane +9% darkness Mind.save +25 (+9 eff.) Confus- +36% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 190% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 mind On Crit.r2 +42 lightning +52 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +67% Res.pen +23% lightning +24% cold Melee Ret 4 mind ----- def ----- Resists +12% acid +9% cold +6% light +6% darkness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 186% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 darkness +16 acid On Crit.r2 +38 acid +4 cold +56 nature +12 darkness While equipped: dps ---------- Dmg.mod +3% cold Res.pen +28% acid +20% physical +24% nature +5% darkness Acc +34 (+8 eff.) Apr +35 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% darkness Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +12 fire While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +24% temporal Res.pen +15% blight +20% temporal +26% arcane ----- def ----- Resists +15% temporal Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 178% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: * 42% chance to reduce strength, dexterity, and constitution by 34 While equipped: ----- def ----- Resists +12% lightning +6% light Max.HP +103.44 HP.reg +4.14 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 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 34 out of 50/50. Range 6 Travel.spd instantaneous 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 19.33 acid and 19.33 blight damage. If not cleared after five turns it will inflict 109.76 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. 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. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 126 cold damage (1/turn) On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Dmg.mod +14% cold Res.pen +13% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Nature Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +7 Str +9 Dex +11 Mag +9 Wil +11 Cun +7 Con ----- def ----- Resists +20% temporal Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +8 (+2 eff.) Apr +14 Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str +14 Wil +12 Con dps ---------- Phys.crit +10.0% Crit.mult +37.00% Acc +7 (+1 eff.) Apr +12 ----- def ----- Defense +10 (+2 eff.) Resists +3% nature Max.HP +30.00 Disarm- +28% ---------- misc Stam/turn +1.00 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 83 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 temporal On Hit: 20% Curse of Impotence 5 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +10 Con dps ---------- Phys.pwr +19 (+5 eff.) Dmg.mod +3% temporal Res.pen +5% temporal +21% physical On Hit (Melee): * 21% chance to reduce armor by 45% ----- def ----- Resists +3% acid Disarm- +43% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +19 light Against +31% Undead On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Nature/Master Power 163% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +23 Str +12 Dex +12 Mag +12 Wil +10 Cun +9 Con dps ---------- Dmg.mod +16% physical Acc +27 (+6 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 177% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +21 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 180% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +21 blight On Crit.r2 +12 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 34 * 21% chance to reduce all saves and defense by 23 While equipped: Stats +16 Str dps ---------- Dmg.mod +21% physical Res.pen +26% mind Acc +35 (+8 eff.) Melee Ret 10 blight On Hit (Melee): * 21% chance to reduce all saves and defense by 23 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 acid +12 light On Hit.r1 +20 nature On Crit.r2 +16 light +122 fire While equipped: Stats +10 Dex dps ---------- Phys.crit +21.0% Crit.mult +49.00% All.spd +13% Phys.spd +10% Dmg.mod +9% nature Res.pen +10% light +35% fire Acc +30 (+7 eff.) Apr +19 On Hit (Melee): * 20% chance to reduce armor by 45% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 191% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Nature Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +28.00% Acc +16 (+4 eff.) Apr +14 ----- def ----- Defense +14 (+3 eff.) Disarm- +56% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +19 fire While equipped: dps ---------- Res.pen +16% all Acc +24 (+6 eff.) Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 190% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +12 (+3 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 192% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% physical Acc +35 (+8 eff.) Apr +7 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +9 Con dps ---------- Phys.pwr +19 (+5 eff.) Res.pen +16% physical ----- def ----- Disarm- +34% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Phasing +31% While equipped: Stats +8 Str +8 Mag dps ---------- Spell.crit +7% Dmg.mod +12% arcane Res.pen +26% cold +20% all Acc +38 (+9 eff.) Apr +23 ---------- misc Mana/s.crit +2.07 Light +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +36 acid +44 nature While equipped: dps ---------- Phys.crit +17.0% Res.pen +26% acid +21% nature Acc +11 (+2 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +20 Con +17 Wil dps ---------- Phys.crit +8.0% Acc +18 (+4 eff.) ----- def ----- Max.HP +93.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 10% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+4 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 darkness On Hit.r1 +12 darkness On Hit: * 21% chance to reduce damage dealt by 19% While equipped: dps ---------- Dmg.mod +21% mind On Hit (Melee): * 21 arcane resource burn ----- def ----- Resists +5% arcane +9% temporal ---------- misc Max.hate +10.34 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 100% Str Dmg Physical 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 mace 1H weapon [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +24 cold While equipped: Stats +10 Str +1 Mag +1 Wil +1 Cun dps ---------- Phys.crit +13.0% Mind.crit +2% Crit.mult +40.00% Dmg.mod +15% physical Acc +22 (+5 eff.) Apr +15 ---------- misc Mana/turn +0.04 Equi/ret +0.20 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Disrupt Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 23 arcane resource burn While equipped: Stats +5 Mag +2 Wil dps ---------- Dmg.mod +27% nature +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 See.Invis +15 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master/Psionic Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +11 (+2 eff.) Disarm- +29% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +19% mind +16% darkness Res.pen +5% mind +11% darkness ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Max.hate +7.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 20 acid Dmg.mod +10% acid Res.pen +15% 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. |
![]() 4.0 T5 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +21 mind While equipped: Stats +4 Str +3 Wil +8 Cun dps ---------- Mind.crit +3% Mind.pwr +30 (+11 eff.) Res.pen +10% physical ----- def ----- Resists +21% fire Mind.save +19 (+7 eff.) ---------- misc Max.psi +51.72 Light +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 151% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +16.00% Spell.pwr +19 (+3 eff.) S.pwr/crit +12 Dmg.mod +41% lightning +12% blight Melee Ret 2 light ----- def ----- Resists +6% light +3% blight ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+3 eff.) Dmg.mod +35% acid +9% cold +33% arcane Res.pen +16% arcane +25% cold Melee Ret 10 cold On Hit (Melee): * 21% chance to reduce damage dealt by 19% ----- def ----- Resists +18% 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 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 66.96 to 80.35 fire damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +37 (+7 eff.) Dmg.mod +30% physical +30% temporal +30% darkness +30% light ---------- misc Mana/turn +0.48 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold ----- def ----- Resists +15% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Lightning 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +26.00% Spell.pwr +15 (+3 eff.) Melee+ 21 fire Dmg.mod +20% darkness ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +1.20 Heal.mod +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego+] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+1 eff.) Dmg.mod +10% physical ----- def ----- Defense +7 (+1 eff.) HP.reg +0.60 Heal.mod +14% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 193.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 146% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Mag +16 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) S.pwr/crit +8 Dmg.mod +37% 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/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light ----- def ----- Defense +10 (+2 eff.) ---------- misc Mana/turn +0.24 Max.mana +78.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 193.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 21% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +10 Con dps ---------- Dmg.mod +9% arcane Melee Ret 6 arcane ----- def ----- Resists +9% light Def/telep +16 Res/telep +16% Dur/telep +16% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Acc +14 (+3 eff.) ----- def ----- Defense +11 (+2 eff.) Disarm- +42% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +10 Str +9 Dex +9 Mag +8 Wil +9 Cun +9 Con One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +16 (+4 eff.) Apr +8 One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +4 Con dps ---------- Dmg.mod +7% physical Res.pen +6% physical Melee Ret 10 acid ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Max.HP +31.00 ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +4 Resists +9% temporal Max.HP +118.00 Knockbk- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Res.pen +15% acid ----- def ----- Resists +6% mind +6% darkness Stealth +6 Stun/Frz- +10% Knockbk- +10% ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +8 Cun +8 Lck dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +6% acid +12% mind Stealth +11 Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +20 Equi/ret +0.24 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Str +10 Mag +5 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 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/Psionic While equipped: Stats +1 Str +5 Wil +5 Cun dps ---------- Phys.crit +2.0% Spell.crit +9% Mind.crit +6% Crit.mult +48.00% Spell.pwr +10 (+2 eff.) Dmg.mod +19% arcane Res.pen +22% arcane ----- def ----- Defense +3 (+0 eff.) Resists +6% mind +2% physical Die.at -20.00 life ---------- misc Max.mana +112.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +6 Wil +9 Con dps ---------- Dmg.mod +12% blight Res.pen +15% blight Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Defense +3 (+0 eff.) Resists +15% cold Phys.save +11 (+4 eff.) Spell.save +12 (+3 eff.) Max.HP +98.00 ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% temporal +10% physical Res.pen +9% temporal +9% physical ----- def ----- Resists +11% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +15% all Max.HP +90.00 HP.reg +4.00 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Mag +7 Wil ----- def ----- Resists +20% blight +15% all Max.HP +76.00 HP.reg +2.50 Heal.mod +21% ---------- misc Mana/turn +0.40 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Mind.crit +4% Spell.pwr +12 (+2 eff.) Mind.pwr +4 (+2 eff.) S.pwr/crit +5 ----- def ----- Resists +13% all Mind.save +22 (+8 eff.) Silence- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +13% blight +13% all Max.HP +69.00 HP.reg +3.80 Heal.mod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +8 Mag +6 Wil dps ---------- Dmg.mod +29% lightning +7% physical +23% cold ----- def ----- Resists +20% blight +10% cold +10% lightning +15% all Max.HP +100.00 HP.reg +5.30 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +21% physical +21% cold ----- def ----- Resists +16% blight +9% cold +9% lightning +15% all Max.HP +58.00 HP.reg +4.30 Heal.mod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil +7 Cun dps ---------- Crit.mult +19.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Silence- +26% ---------- 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 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +16% nature +16% cold ----- def ----- Resists +11% all +24% cold Poison- +38% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +30% nature ----- def ----- Resists +15% all Poison- +49% Disease- +48% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +2 Dex +10 Mag +6 Wil dps ---------- Phys.crit +1.0% Crit.mult +20.00% Res.pen +10% physical Acc +5 (+1 eff.) ----- def ----- Resists +9% all Phys.save +9 (+3 eff.) ---------- misc Mana/turn +0.18 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Con dps ---------- Dmg.mod +15% mind +6% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +3 See.Invis +12 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +14 Defense +10 (+2 eff.) Resists +15% lightning +15% cold +6% nature +6% mind HP.reg +4.14 Heal.mod +21% Stun/Frz- +21% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Resists +6% mind Phys.save +23 (+8 eff.) Mind.save +11 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% cold Melee Ret 2 cold ----- def ----- Armour +1 Fatigue -5% Crit.chn- 5.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 See.Invis +9 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind +5% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +1 Resists +5% arcane +6% fire +3% mind +5% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical +9% temporal Res.pen +10% physical +5% temporal ----- def ----- Armour +3 Fatigue -6% Resists +3% darkness Phys.save +7 (+2 eff.) Die.at -80.00 life ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +2 Wil ----- def ----- Armour +5 Defense +15 (+3 eff.) Phys.save +11 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +12 (+5 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Con +6 Lck ----- def ----- Armour +1 Stealth +6 ---------- misc Light +2 Infravis +3 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Fatigue -4% Phys.save +11 (+4 eff.) ---------- misc Max.enc +48 Rush: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +15 Dex +4 Mag +11 Cun dps ---------- Melee+ 15 mind Dmg.mod +11% mind +15% cold Acc +35 (+8 eff.) Apr +15 Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% Resists +10% mind +34% light +9% darkness ---------- misc Light +2 Infravis +2 Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +22 Apr +25 Crit +22.0% Atk.spd 83% On Crit.r2 +15 mind +41 light +34 darkness On Hit: 20% Psychic Lobotomy 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +20 (+4 eff.) S.pwr/crit +2 Melee+ 9 cold Dmg.mod +6% blight +5% cold +9% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +50.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 17 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.95 mind and 15.93 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.99 mind and 3.54 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 7.13 mind and 6.32 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Melee+ 11 physical 8 nature 7 cold Dmg.mod +3% lightning +5% physical +5% nature +5% cold Res.pen +5% lightning +10% mind ----- def ----- Armour +8 Fatigue +3% Resists +9% lightning +6% cold +5% nature +3% mind Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 ice +6 physical +8 nature On Hit: 10% Ice Breath 3 On Hit: 10% Venomous Breath 3 On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Mind.save +13 (+5 eff.) Max.HP +45.00 HP.reg +5.00 ---------- misc Stam/turn +0.80 Psi/turn +0.26 Unarmed combat: Power 144% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +8% Mind.crit +15% Crit.mult +14.00% ----- def ----- Armour +8 Mind.save +8 (+4 eff.) Max.HP +64.00 Unarmed combat: Power 156% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +15.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +14 (+4 eff.) Melee+ 12 cold Dmg.mod +6% cold ----- def ----- Armour +3 Resists +10% cold Unarmed combat: Power 143% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+4 eff.) Melee+ 10 darkness Dmg.mod +7% darkness ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness Unarmed combat: Power 144% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 20% Moonlight Ray 5 On Hit: * 13% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +16 Dex dps ---------- Dmg.mod +6% mind Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +3% cold +22% darkness +3% light Spell.save +6 (+2 eff.) Max.HP +20.00 Disease- +20% ---------- misc Hate/m.crit +2.00 Infravis +6 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 505.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +5% arcane +1% physical Mind.save +5 (+2 eff.) Max.HP +60.00 Disarm- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+6 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-5 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+8 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+9 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 26 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 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 (+4 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +24% light +12% acid Res.pen +20% light Melee Ret 8 cold ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +8 Cun dps ---------- Acc +9 (+2 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +17 (+3 eff.) Fatigue +5% Resists +3% all Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.crit +3% Phys.pwr +5 (+1 eff.) Dmg.mod +21% arcane Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +4% Resists +3% physical Die.at -80.00 life ---------- misc Max.vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +9% fire +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +11% blight Mind.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Acc +15 (+3 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +22% cold Phys.save +9 (+3 eff.) Max.HP +110.00 HP.reg +11.00 Heal.mod +32% ---------- misc See.Invis +3 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +25 (+9 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +23% Resists +30% acid +11% fire -15% light +7% darkness Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% blight +18% darkness Max.HP +60.00 HP.reg +6.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Max.HP +42.00 HP.reg +8.00 Heal.mod +16% ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 187.46 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +8 Mag +6 Wil +7 Cun ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +65.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex ----- def ----- Armour +13 Defense +19 (+4 eff.) Fatigue +7% Mind.save +14 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +11 (+5 eff.) ----- def ----- Armour +13 Defense +20 (+4 eff.) Fatigue +8% Resists +27% acid +13% physical +19% fire +15% lightning +23% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Mind.pwr +10 (+5 eff.) Apr +14 ----- def ----- Armour +8 Defense +34 (+7 eff.) Fatigue +8% Resists +20% acid +19% physical +14% cold +12% lightning +10% fire ---------- misc Stam/turn +1.10 Second Wind: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 149 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +17 Defense +31 (+6 eff.) Fatigue +8% Resists +26% blight +25% darkness Mind.save +18 (+7 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +14% blight +13% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 271.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 22 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +23 cold On Hit: * 28% chance to reduce armor by 45% While equipped: Stats +4 Wil dps ---------- Melee+ 8 acid On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 16 acid ----- def ----- Armour +10 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 179% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +218 On Crit.r2 +36 light +28 fire On Hit: * Deal physical damage equal to your armor (21) While equipped: dps ---------- On shield block: * Deals 190 light and fire damage to each enemy blocked ----- def ----- Armour +17 Fatigue +8% Resists +11% light +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Ego+] Master/Psionic Power 167% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +29 Apr +18 Crit +3.0% Capacity 23 Ranged+ +29 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego+] Nature/Psionic Power 155% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +14 nature +27 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Arcane Power 119% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 On Hit: 20% Curse of Death 2 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+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. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +2 Mag +3 Con dps ---------- Dmg.mod +9% nature ----- def ----- Fatigue -6% Max.HP +49.00 ---------- misc Max.stam +40.00 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +12 Dex +2 Cun +9 Con ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+1 eff.) ----- def ----- Armour +12 Resists +7% cold +8% temporal Spell.save +3 (+1 eff.) Mind.save +10 (+4 eff.) Heal.mod +15% Poison- +10% Def/telep +13 Res/telep +13% Dur/telep +15% ---------- misc Light +6 See.Stealth +16 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 43.66 cold damage and 58.86 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Resists +3% darkness +6% temporal Max.HP +62.00 ---------- misc Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 50% ----- def ----- Resists +3% acid +3% darkness Spell.save +3 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +11 (+3 eff.) ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego++] Psionic Power 163% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +19 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 141 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% darkness ----- def ----- Defense +25 (+5 eff.) Resists +6% darkness +4% physical Phys.save +12 (+4 eff.) ---------- misc Max.stam +20.00 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 heal for 78. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire +3% arcane +9% darkness Res.pen +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +5% arcane Remove 1 confusion or silence effect and prevent the application of 1 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. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 975 Base Damage: 460 Armor: 21 All Resist: 33 Puts all charms on 22 cooldown 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Destructa Hellbringer the Higher Doombringer level 39
7th Dusk 123rd year of Ascendancy at 12:22 see stats
By Destructa Hellbringer the Higher Doombringer level 33
22nd Pyre 123rd year of Ascendancy at 08:59 see stats
By Destructa Hellbringer the Higher Doombringer level 39
1st Dusk 123rd year of Ascendancy at 04:00 see stats
By Destructa Hellbringer the Higher Doombringer level 34
73rd Pyre 123rd year of Ascendancy at 14:32 see stats
By Destructa Hellbringer the Higher Doombringer level 43
26th Dusk 123rd year of Ascendancy at 08:44 see stats
By Destructa Hellbringer the Higher Doombringer level 44
78th Dusk 123rd year of Ascendancy at 16:09 see stats
By Destructa Hellbringer the Higher Doombringer level 50
26th Regrowth 124th year of Ascendancy at 11:57 see stats
By Destructa Hellbringer the Higher Doombringer level 42
20th Dusk 123rd year of Ascendancy at 00:09 see stats
By Destructa Hellbringer the Higher Doombringer level 39
5th Dusk 123rd year of Ascendancy at 00:22 see stats
By Destructa Hellbringer the Higher Doombringer level 48
33rd Haze 123rd year of Ascendancy at 17:41 see stats
By Destructa Hellbringer the Higher Doombringer level 41
15th Dusk 123rd year of Ascendancy at 15:36 see stats
By Destructa Hellbringer the Higher Doombringer level 34
40th Pyre 123rd year of Ascendancy at 06:38 see stats
By Destructa Hellbringer the Higher Doombringer level 29
66th Regrowth 123rd year of Ascendancy at 14:33 see stats
By Destructa Hellbringer the Higher Doombringer level 24
46th Regrowth 123rd year of Ascendancy at 05:44 see stats
By Destructa Hellbringer the Higher Doombringer level 31
79th Regrowth 123rd year of Ascendancy at 04:18 see stats
By Destructa Hellbringer the Higher Doombringer level 33
39th Pyre 123rd year of Ascendancy at 08:58 see stats
By Destructa Hellbringer the Higher Doombringer level 47
33rd Haze 123rd year of Ascendancy at 10:58 see stats
By Destructa Hellbringer the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 09:10 see stats
By Destructa Hellbringer the Higher Doombringer level 33
22nd Pyre 123rd year of Ascendancy at 09:37 see stats
By Destructa Hellbringer the Higher Doombringer level 46
79th Dusk 123rd year of Ascendancy at 09:50 see stats
By Destructa Hellbringer the Higher Doombringer level 10
5th Mirth 122nd year of Ascendancy at 16:55 see stats
By Destructa Hellbringer the Higher Doombringer level 20
9th Haze 122nd year of Ascendancy at 01:24 see stats
By Destructa Hellbringer the Higher Doombringer level 30
69th Regrowth 123rd year of Ascendancy at 13:03 see stats
By Destructa Hellbringer the Higher Doombringer level 40
12nd Dusk 123rd year of Ascendancy at 03:18 see stats
By Destructa Hellbringer the Higher Doombringer level 50
75th Haze 123rd year of Ascendancy at 08:50 see stats
By Destructa Hellbringer the Higher Doombringer level 27
57th Regrowth 123rd year of Ascendancy at 22:09 see stats
By Destructa Hellbringer the Higher Doombringer level 43
24th Dusk 123rd year of Ascendancy at 09:23 see stats
By Destructa Hellbringer the Higher Doombringer level 20
9th Haze 122nd year of Ascendancy at 08:06 see stats
By Destructa Hellbringer the Higher Doombringer level 31
6th Pyre 123rd year of Ascendancy at 11:07 see stats
By Destructa Hellbringer the Higher Doombringer level 22
39th Haze 122nd year of Ascendancy at 03:55 see stats
By Destructa Hellbringer the Higher Doombringer level 41
15th Dusk 123rd year of Ascendancy at 21:04 see stats
By Destructa Hellbringer the Higher Doombringer level 25
52nd Regrowth 123rd year of Ascendancy at 12:46 see stats
By Destructa Hellbringer the Higher Doombringer level 12
2nd Summertide 122nd year of Ascendancy at 11:49 see stats
By Destructa Hellbringer the Higher Doombringer level 33
22nd Pyre 123rd year of Ascendancy at 08:59 see stats
By Destructa Hellbringer the Higher Doombringer level 37
4th Flare 123rd year of Ascendancy at 12:23 see stats
By Destructa Hellbringer the Higher Doombringer level 12
3rd Flare 122nd year of Ascendancy at 08:31 see stats
By Destructa Hellbringer the Higher Doombringer level 49
57th Haze 123rd year of Ascendancy at 04:45 see stats
By Destructa Hellbringer the Higher Doombringer level 25
46th Regrowth 123rd year of Ascendancy at 23:21 see stats
By Destructa Hellbringer the Higher Doombringer level 16
21st Dusk 122nd year of Ascendancy at 13:24 see stats
By Destructa Hellbringer the Higher Doombringer level 38
9th Flare 123rd year of Ascendancy at 17:00 see stats
Log
Talent Reckless Strike is ready to use.
Talent Voracious Blade is ready to use.
Imploding (slow) from Ariba the Frozen Terror hits Destructa Hellbringer for (42 abyssal shield), 213 physical (213 total damage).
Cold drake breathes ice!
Destructa Hellbringer casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Destructa Hellbringer resists the freeze!
Minotaur resists the effect 'Frozen'!
Beastmaster Glorinne is encased in ice!
Cold drake hits Minotaur for 437 cold damage.
Cold drake hits Destructa Hellbringer for (42 abyssal shield), 116 cold (116 total damage).
Cold drake hits Beastmaster Glorinne for 371 cold damage.
LIFE LOST WARNING!
Destructa Hellbringer uses Highborn's Bloom.
Destructa Hellbringer activates Fearscape.
You are taken to the Fearscape!
Lava floor burns Ariba the Frozen Terror!
Ariba the Frozen Terror uses Blinding Speed.
Ariba the Frozen Terror speeds up.
Destructa Hellbringer hits Ariba the Frozen Terror for (28 flat reduction), 26 fire (26 total damage).
Lava floor burns Ariba the Frozen Terror!
Ariba the Frozen Terror lashes out with a spinning backhand.
Ariba the Frozen Terror performs a melee critical strike against Destructa Hellbringer!
Destructa Hellbringer deactivates Fearscape.
Destructa Hellbringer hits Ariba the Frozen Terror for (28 flat reduction), 26 fire (26 total damage).
Melee retaliation hits Ariba the Frozen Terror for (7 flat reduction), 0 lightning, (4 to psi shield), 0 temporal, (28 flat reduction), 15 fire, 50 healing, (15 flat reduction), 0 blight, (5 flat reduction), 0 arcane (15 total damage) [50 healing].
Ariba the Frozen Terror hits Destructa Hellbringer for (41 abyssal shield), 1657 physical (1657 total damage).
Destructa Hellbringer the level 50 higher doombringer was skewered to death by Ariba the Frozen Terror on level 1 of Fearscape.
You are brought back from the Fearscape!