











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 | Ogre |
Class | Arcane Blade |
Level / Exp | 50 / 239% |
Size | big |
Lifes / Deaths | Killed by Poryda the gigantic corrosive tunneler at level 20 on the 60th Dusk 122nd year of Ascendancy at 06:43 / 2Killed by Ce'Nena the orc soldier's Fugue Clone at level 50 on the 75th Haze 123rd year of Ascendancy at 03:51 |
Primary Stats
Strength | 44 (base 13) |
Dexterity | 102 (base 64) |
Constitution | 16 (base 11) |
Magic | 180 (base 57) |
Willpower | 59 (base 35) |
Cunning | 128 (base 59) |
Resources
Life | -22/1410 |
Mana | 446/639 |
Stamina | 146/370 |
Healing Factor | 1.0545771506546 |
Regeneration | 8.7002614929001 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 75.390415961552 |
See Invisible | 78.390415961552 |
Offense: Mainhand
Damage | 95 |
Accuracy | 73 |
Crit Chance | 59% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 73 |
Crit Chance | 72% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 104 |
Crit Chance | 76% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Lightning | +91% |
Darkness | +30% |
Cold | +7% |
Blight | +50% |
Arcane | +67% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Lightning | +75% |
Physical | +40% |
Acid | +50% |
Blight | +35% |
Arcane | +50% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 101 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 57 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 68%( 70%) |
Physical | + 25%( 70%) |
Darkness | + 31%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 50%( 70%) |
Fire | + 35%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Confusion Resistance | 32% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (5/5)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 4 turns and blocking 313 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 930 damage for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1128% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 2012. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * You've found the needed warg claw. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 350 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +15% arcane Res.pen +20% lightning +25% arcane Melee Ret 6 fire ----- def ----- Resists +9% lightning +18% fire Blind- +38% Confus- +22% ---------- misc Light +9 See.Stealth +14 See.Invis +17 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Dmg.mod +12% arcane +9% lightning Res.pen +15% lightning ---------- misc Light +3 Infravis +3 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 275 physical damage Puts all charms on 13 cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +4.0% Res.pen +25% acid +15% physical Apr +3 ----- def ----- Defense +10 (+1 eff.) Resists +5% physical HP.reg +8.00 Stun/Frz- +42% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +8 Mag dps ---------- Melee+ 29 physical Ranged+ 28 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 31 On Hit (Ranged): * 18% chance to reduce all saves and defense by 31 ----- def ----- Spell.save +16 (+5 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +11 Dex +11 Mag +4 Cun dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +6% lightning +15% blight +19% fire +7% cold +7% acid Res.pen +10% mind Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +9% Phys.pwr +15 (+3 eff.) Spell.pwr +23 (+4 eff.) Dmg.mod +30% lightning Acc +15 (+3 eff.) ----- def ----- Resists +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +6 Mag +6 Wil +5 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +9% A belt that goes around your waist. |
In off hand | ![]() 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 26.93 acid and 33.11 blight damage. If not cleared after five turns it will inflict 187.97 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. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+1 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 24 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 263.08 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 light, 3 arcane, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 386.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 586 strength, based on Magic) for 6 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (204). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +4% cold +4% lightning Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +15% mind Confus- +26% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +12% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Defense +15 (+2 eff.) Fatigue -6% Resists +14% mind HP.reg +2.00 Confus- +22% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 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] Nature While equipped: Stats +3 Dex +1 Wil dps ---------- Dmg.mod +16% lightning ----- def ----- Resists +26% lightning ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +2 Cun ----- def ----- Resists +3% lightning +6% temporal Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Fatigue -5% Resists +9% acid +3% nature +6% lightning Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +3 Mag +6 Wil +9 Cun +3 Con dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Armour +10 Resists +5% arcane +9% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +6 Mag +7 Wil +3 Cun +7 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +3% arcane Melee Ret 10 arcane 6 lightning ----- def ----- Resists +5% arcane Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +9 Str +10 Dex dps ---------- Crit.mult +10.00% Acc +14 (+3 eff.) Apr +3 Melee Ret 6 cold ----- def ----- Resists +6% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.86 cold and 15.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+0 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% mind Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Resists +3% lightning +15% mind +6% acid HP.reg +3.00 Stun/Frz- +32% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Dex +4 Wil +12 Cun dps ---------- Mind.pwr +9 (+3 eff.) Acc +9 (+2 eff.) ----- def ----- Resists +9% acid +12% fire +9% nature +6% cold Max.HP +33.00 Disarm- +28% Pinning- +20% Knockbk- +27% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.6 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 285.54 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 148% 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: Stats +10 Str +5 Dex +8 Mag +7 Wil +11 Cun +10 Con dps ---------- Phys.crit +10.0% Crit.mult +19.00% Apr +12 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 166% 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+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 40 While equipped: ----- def ----- Disease- +28% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 139% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Wil +16 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +12% physical ----- def ----- Max.HP +68.00 Disarm- +22% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +14.0% Phys.pwr +14 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +27% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +27 lightning On Crit.r2 +41 acid +45 nature While equipped: dps ---------- Dmg.mod +23% lightning Res.pen +33% acid +29% nature Apr +15 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% physical Acc +17 (+4 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] 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 +3% lightning +12% cold +30% darkness +12% arcane Res.pen +25% lightning Melee Ret 4 arcane ----- def ----- Resists +12% temporal +15% darkness +5% arcane Def/telep +25 Res/telep +20% Dur/telep +23% ---------- misc Mana/turn +0.31 Max.mana +90.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% 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% Crit.mult +32.00% Spell.pwr +19 (+4 eff.) Melee+ 25 fire Dmg.mod +25% cold ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% acid ----- def ----- Resists +6% blight +9% acid ---------- misc Infravis +1 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% blight +18% cold Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Spell.save +6 (+2 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +18.00% Phys.pwr +3 (+1 eff.) Acc +28 (+6 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +2 (+0 eff.) Fatigue -10% Resists +3% lightning +3% blight Spell.save +9 (+3 eff.) Stealth +8 Max.HP +64.00 ---------- misc Max.stam +19.00 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 cloth armor [Rare] Psionic While equipped: Stats +2 Wil +12 Mag dps ---------- S.pwr/crit +10 Res.pen +26% arcane ----- def ----- Resists +9% temporal +20% darkness +20% mind +5% arcane +15% all Phys.save +18 (+9 eff.) Spell.save +20 (+6 eff.) Mind.save +34 (+12 eff.) ---------- misc Max.mana +40.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +10 Mag +8 Wil dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +14% lightning +16% physical +17% cold ----- def ----- Resists +9% lightning +10% cold +13% all Silence- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +8 Str +4 Dex +8 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% lightning +8% physical +3% mind Res.pen +15% lightning Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +5 Defense +13 (+2 eff.) Resists +9% lightning ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 124 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +3% ----- def ----- Armour +5 ---------- misc Mana/turn +0.45 Max.mana +41.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane +3% nature Res.pen +25% lightning +25% nature Melee Ret 6 acid ----- def ----- Armour +2 Resists +12% acid +6% nature Unarmed combat: Power 112% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +7 Fatigue +1% Resists +6% nature Crit.chn- 5.00% Unarmed combat: Power 105% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 116.88 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 6 acid 4 cold 5 fire 5 arcane 5 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Unarmed combat: Power 116% 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% Melee+ +6 ice +8 acid +18 fire +6 arcane +5 lightning On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +7% Crit.mult +7.00% ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 129% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +17.0% Atk.spd 100% On Hit: 10% Set Up 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +8 Wil +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 4 arcane 5 mind Dmg.mod +5% arcane +4% mind Res.pen +5% light +5% lightning ----- def ----- Armour +2 Resists +6% mind +6% light +3% arcane Disarm- +25% ---------- misc Light +1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +7 mind On Hit: 10% Disarm 3 On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Mind.crit +1% Mind.pwr +6 (+2 eff.) Melee+ 10 mind 20 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 31 ----- def ----- Armour +2 Resists +15% fire +5% arcane +6% darkness Mind.save -10 (-3 eff.) ---------- misc Max.hate +6.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Wil +5 Con dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +1% Unarmed combat: Power 101% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +20% Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Str +10 Mag +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +11% nature Crit.chn- 15.00% Spell.save +6 (+2 eff.) Max.HP +82.00 Heal.mod +16% ---------- misc Light +3 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +7% blight +8% arcane Res.pen +20% acid +10% cold Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +6 (+1 eff.) Fatigue +5% Resists +6% all Phys.save +12 (+6 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Str +8 Cun +4 Con dps ---------- Dmg.mod +12% blight +6% acid Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +12% blight +18% light A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Cun +8 Con dps ---------- Res.pen +15% mind Melee Ret 4 mind ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +20% Resists +18% acid +8% fire +23% darkness Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +13 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +5 Con ----- def ----- Armour +17 Defense +4 (+0 eff.) Fatigue +4% Phys.save +9 (+5 eff.) Max.HP +58.00 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Mind.save +18 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +4 Cun ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Max.HP +36.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Max.HP +39.00 HP.reg +8.90 Heal.mod +14% A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Master 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 +212 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Str +8 Dex dps ---------- Phys.crit +14.0% Phys.pwr +15 (+3 eff.) Acc +12 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Nature When used to Attack: Power 186% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 While equipped: dps ---------- Melee+ 35 lightning Melee Ret 21 lightning ----- def ----- Armour +26 Fatigue +8% Resists +21% cold +16% temporal Crit.chn- 15.66% Die.at -83.52 life Knockbk- +21% ---------- misc Max.psi +40.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane 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 +194 On Crit.r2 +33 light +25 fire While equipped: dps ---------- On shield block: * Deals 231 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +8% light +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: 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 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+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: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +5 Str dps ---------- Crit.mult +10.00% Res.pen +20% mind Melee Ret 4 mind ----- def ----- Fatigue -7% Resists +12% acid Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +5 Str +3 Mag +3 Wil +1 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature Crit.chn- 5.00% ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Fatigue -5% ---------- misc Stam/turn +3.00 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 5, doing 54.02 cold damage and 50.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 231.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 231.89 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Resists +6% light +6% fire ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +30 (+10 eff.) Res.pen +20% lightning +11% all Apr +8 ----- def ----- Resists +6% cold ---------- misc Max.hate +10.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +6% light Res.pen +5% cold ----- def ----- Resists +6% light Crit.chn- 10.00% Max.HP +44.00 ---------- misc Light +4 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.(116 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.crit +1% Dmg.mod +3% blight ----- def ----- Resists +3% temporal Max.HP +41.00 HP.reg +2.00 Heal.mod +20% ---------- misc Max.mana +40.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Die.at -40.00 life Max.HP +43.00 HP.reg +2.00 Heal.mod +5% Disarm- +10% Pinning- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +10% blight +8% darkness ---------- misc Light +7 Infravis +4 See.Invis +8 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 27 blight damage or heals 27 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 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 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 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: 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. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% physical Apr +3 Melee Ret 4 physical ----- def ----- Resists +3% cold ---------- misc Stam/turn +3.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.crit +3.0% Acc +15 (+3 eff.) Apr +6 ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 418 Base Damage: 205 Armor: 8 All Resist: 10 Puts all charms on 22 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+5 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 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 Incanta Bonkcast the Ogre Arcane Blade level 36
61st Pyre 123rd year of Ascendancy at 14:16 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 28
68th Haze 122nd year of Ascendancy at 07:26 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 35
43rd Pyre 123rd year of Ascendancy at 09:12 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 29
2nd Regrowth 123rd year of Ascendancy at 09:40 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 40
78th Pyre 123rd year of Ascendancy at 12:13 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 43
18th Dusk 123rd year of Ascendancy at 22:22 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 50
65th Haze 123rd year of Ascendancy at 07:47 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 39
73rd Pyre 123rd year of Ascendancy at 08:20 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 37
69th Pyre 123rd year of Ascendancy at 02:47 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 17
28th Dusk 122nd year of Ascendancy at 06:20 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 42
10th Dusk 123rd year of Ascendancy at 10:21 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 37
69th Pyre 123rd year of Ascendancy at 10:01 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 32
34th Pyre 123rd year of Ascendancy at 01:47 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 22
71st Dusk 122nd year of Ascendancy at 07:00 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 27
30th Haze 122nd year of Ascendancy at 00:42 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 41
10th Dusk 123rd year of Ascendancy at 01:09 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 36
65th Pyre 123rd year of Ascendancy at 10:00 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 28
68th Haze 122nd year of Ascendancy at 07:54 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 45
19th Dusk 123rd year of Ascendancy at 16:31 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 10
8th Mirth 122nd year of Ascendancy at 20:05 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 03:35 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 30
20th Pyre 123rd year of Ascendancy at 16:06 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 40
76th Pyre 123rd year of Ascendancy at 08:08 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 50
61st Haze 123rd year of Ascendancy at 10:23 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 29
55th Regrowth 123rd year of Ascendancy at 00:37 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 31
29th Pyre 123rd year of Ascendancy at 06:14 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 17
40th Dusk 122nd year of Ascendancy at 06:15 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 38
69th Pyre 123rd year of Ascendancy at 13:22 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 10
8th Mirth 122nd year of Ascendancy at 20:19 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 28
68th Haze 122nd year of Ascendancy at 07:26 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 49
30th Haze 123rd year of Ascendancy at 09:15 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 42
10th Dusk 123rd year of Ascendancy at 01:19 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 16
9th Dusk 122nd year of Ascendancy at 07:22 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 46
43rd Dusk 123rd year of Ascendancy at 20:57 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 23
73rd Dusk 122nd year of Ascendancy at 04:56 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 16
4th Dusk 122nd year of Ascendancy at 08:35 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 20
60th Dusk 122nd year of Ascendancy at 06:44 see stats
By Incanta Bonkcast the Ogre Arcane Blade level 35
42nd Pyre 123rd year of Ascendancy at 16:30 see stats
Log
Orc soldier uses Infusion: Healing.
Orc soldier uses Pride of the Orcs.
Voremira the fire wyrm's devouring flames area effect drains life from Multi-hued drake!
Voremira the fire wyrm's devouring flames area effect drains life from Aeratira the venom wyrm!
Voremira the fire wyrm's devouring flames area effect drains life from Orc soldier!
Orc soldier is not dazed anymore.
Voremira the fire wyrm's devouring flames area effect drains life from Orc soldier!
Voremira the fire wyrm's devouring flames area effect drains life from Incanta Bonkcast!
Voremira the fire wyrm's devouring flames area effect drains life from Gloruralle the orc summoner!
Voremira the fire wyrm's devouring flames area effect drains life from Ce'Nutta the orc warrior!
Voremira the fire wyrm receives 5 healing from Multi-hued drake.
Voremira the fire wyrm receives 9 healing from Aeratira the venom wyrm.
Voremira the fire wyrm receives 10 healing from Ce'Nutta the orc warrior.
Voremira the fire wyrm receives 12 healing from Orc soldier.
Voremira the fire wyrm receives 12 healing from Orc soldier.
Voremira the fire wyrm receives 7 healing from Incanta Bonkcast.
Voremira the fire wyrm's devouring flames area effect hits Multi-hued drake for 46 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Incanta Bonkcast for 63 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Orc soldier for 109 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Aeratira the venom wyrm for 83 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Ce'Nutta the orc warrior for 99 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Gloruralle the orc summoner for 33 fire damage.
Voremira the fire wyrm's devouring flames area effect hits Orc soldier for 109 fire damage.
Orc soldier receives 150 healing from Infusion: Healing.
Orc soldier receives 266 healing from Pride of the Orcs.
Voremira the fire wyrm receives 3 healing from Gloruralle the orc summoner.
Voremira the fire wyrm receives 12 healing from Something.
Ce'Nena the orc soldier's Fugue Clone's Temporal Bolt hits Incanta Bonkcast for 261 temporal damage.
Incanta Bonkcast the level 50 ogre arcane blade was time dilated to death by Ce'Nena the orc soldier's Fugue Clone on level 2 of Gorbat Pride.
The furious lightning storm around Incanta Bonkcast calms down and disappears.