











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Monk 1.1.5Monk for versions b42 and above. 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. 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Berserker |
Level / Exp | 48 / 36% |
Size | huge |
Lifes / Deaths | Killed by Porurin the slaver at level 16 on the 60th Haze 122nd year of Ascendancy at 03:30 0 / 9Killed by Betoriarin the rogue at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 00:35 Killed by Celia at level 31 on the 20th Dusk 123rd year of Ascendancy at 22:11 Killed by ultimate telugoroth at level 31 on the 27th Dusk 123rd year of Ascendancy at 14:08 Killed by Warmaster Gnarg at level 35 on the 18th Haze 123rd year of Ascendancy at 20:43 Killed by Porera the orc blood mage at level 46 on the 53rd Pyre 124th year of Ascendancy at 21:13 Killed by Porera the orc blood mage at level 46 on the 54th Pyre 124th year of Ascendancy at 00:01 Killed by Porera the orc blood mage at level 46 on the 54th Pyre 124th year of Ascendancy at 01:40 Killed by minotaur at level 48 on the 71st Pyre 124th year of Ascendancy at 16:12 |
Antimagic | Follower |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 33 (base 11) |
Constitution | 97 (base 60) |
Magic | 20 (base 11) |
Willpower | 69 (base 63) |
Cunning | 35 (base 23) |
Resources
Life | -405/1883 |
Psi | 159/159 |
Stamina | 368/388 |
Equilibrium | 46 |
Healing Factor | 1.4887960030035 |
Regeneration | 33.587889103776 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 28.508560162218 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 315 |
Accuracy | 53 |
Crit Chance | 63% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Acid | +19% |
All | 0% |
Offense: Damage Penetration
All | +17% |
Defense: Base
Armour (hardiness) | 100.72307323196 (96.438666929426%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 31 |
Mental Save | 43 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 41%( 70%) |
All | + 17%( 70%) |
Lightning | + 29%( 70%) |
Light | + 24%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 49%( 70%) |
Fire | + 29%( 70%) |
Mind | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 342 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 293 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 818% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 664 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
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 Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by poison ooze. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by poison gas trap. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
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 Telekinetic Leap (+1 level(s)). | done |
You failed to protect the repented thief from death by copperhead snake. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Strength 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 940. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Dex +7 Cun +4 Con ----- def ----- Armour +5 Phys.save +10 (+2 eff.) Mind.save +17 (+6 eff.) Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Master Power 20.0 - 28.0 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Con ----- def ----- Resists +9% light +2% physical ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Tool | ![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +19% acid ----- def ----- Resists +38% acid +2% physical +9% mind Phys.save +6 (+1 eff.) Max.HP +80.00 HP.reg +13.38 Stun/Frz- +121% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Flexible Combat You have set the ring to grant you Flexible Combat! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +16 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 94.0 - 141.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +8 physical On Hit: * 30 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +15.00% Res.pen +17% all Acc +26 (+8 eff.) Apr +20 ----- def ----- Defense +10 (+5 eff.) Resists +5% arcane Crit.chn- 10.00% Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +15.0% Spell.crit +15% Mind.crit +12% Crit.mult +10.00% ----- def ----- Armour +8 Fatigue +5% Mind.save +6 (+2 eff.) Max.HP +46.00 Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +17.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +32 Fatigue +13% Phys.save +10 (+2 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 355 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 426.00 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +15% nature +10% blight Poison- +25% Disease- +23% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +6 Dex +6 Wil Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 367.91 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 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 16.90 cold and 16.90 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 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% acid +4% physical Mind.save +3 (+1 eff.) HP.reg +4.00 Cut- +20% Silence- +20% Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 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 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +7 Dex dps ---------- Melee+ 12 physical Ranged+ 17 physical Acc +9 (+3 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 39 On Hit (Ranged): * 13% chance to reduce all saves and defense by 39 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown 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%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +16% Spell.pwr +23 (+6 eff.) Melee+ 24 arcane Dmg.mod +30% temporal ---------- misc Max.mana +84.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil 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 +8% Phys.pwr +15 (+3 eff.) Spell.pwr +24 (+6 eff.) Dmg.mod +30% darkness Res.pen +15% darkness Acc +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +11 (+2 eff.) Spell.pwr +37 (+9 eff.) Dmg.mod +30% physical Acc +13 (+4 eff.) ---------- misc Mana/turn +0.60 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. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 32.0 - 48.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Con +10 Wil ----- def ----- Max.HP +23.00 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature/Master Power 40.5 - 60.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +7 Mag +7 Wil +10 Cun +9 Con Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature Power 47.5 - 71.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +35 acid +17 nature While equipped: Stats +10 Con +9 Wil dps ---------- Res.pen +17% acid +14% nature Apr +13 ----- def ----- Max.HP +37.00 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +14 Str +14 Dex +6 Mag +14 Wil +16 Cun +12 Con dps ---------- Dmg.mod +14% physical Acc +26 (+8 eff.) Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Master Power 61.0 - 91.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 54.0 - 81.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +3% blight Melee Ret 8 light 4 blight ---------- misc Max.mana +80.00 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 53.0 - 79.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +7 cold While equipped: dps ---------- Res.pen +13% all Acc +17 (+5 eff.) Apr +13 Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Disrupt/Psionic Power 13.5 - 21.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 mind Against +9% Unnatural On Hit: * 17% chance to reduce all saves and defense by 39 While equipped: Stats +3 Cun +4 Wil Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Arcane/Psionic Power 48.0 - 76.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +17% lightning Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Psionic Power 61.5 - 98.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 60.5 - 96.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +31 acid +47 nature While equipped: dps ---------- Res.pen +19% acid +13% nature Apr +20 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 58.5 - 93.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Con +13 Wil ----- def ----- Max.HP +42.00 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Nature Power 15.5 - 21.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +3 Mag +4 Wil +4 Cun +4 Con Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +29 cold +10 temporal While equipped: ----- def ----- Resists +11% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Nature/Master Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 physical On Crit.r2 +30 acid +30 nature On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% acid Res.pen +45% acid +20% nature Acc +13 (+4 eff.) Apr +15 ----- def ----- Armour +2 Defense +13 (+6 eff.) Resists +3% nature Poison- +20% Disarm- +50% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 46.0 - 64.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Death 5 While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +11 (+5 eff.) Disarm- +36% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 55.5 - 77.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +20% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Master Power 20.5 - 28.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +8% physical Acc +17 (+5 eff.) Apr +10 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +8 mind On Hit: * 20% chance to slow global speed by 67% While equipped: Stats +9 Cun +6 Wil dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ---------- misc Max.psi +30.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +28 acid +24 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +13% acid +17% nature Apr +13 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 18.0 - 23.4 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +42.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Cun 38 [Unique] Nature Power 40.0 - 52.0 Physical Uses 40% Wil, 35% Dex, 30% Cun 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Disrupt/Psionic Power 37.0 - 48.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 67% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +4 (+1 eff.) Melee+ 8 cold Dmg.mod +8% cold Res.pen +9% cold ----- def ----- Armour +9 Resists +7% cold ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 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 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +4 Mag +5 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 8 lightning Dmg.mod +7% lightning +4% physical Res.pen +9% lightning +5% physical ----- def ----- Resists +7% lightning +4% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+8 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 63.51 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 59.16 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +14 (+3 eff.) ----- def ----- Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +2.10 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 15.5 - 17.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 113 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +4 Str +4 Dex +2 Mag +5 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 8 lightning Dmg.mod +10% lightning Res.pen +12% lightning ----- def ----- Resists +15% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +2 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 12 lightning Dmg.mod +6% mind +13% lightning Res.pen +2% mind +13% lightning ----- def ----- Resists +5% mind +16% lightning Dmg.Resnn +10% ---------- misc Psi/ret +0.70 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 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 40% Wil, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Str +11 Dex +9 Mag +17 Wil +8 Cun +15 Con ----- def ----- Max.HP +76.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +42 lightning +5 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +28% Res.pen +17% lightning +25% cold +13% all Acc +14 (+5 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Disrupt/Master Power 55.0 - 77.0 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 22 On Hit: * 27 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master/Psionic Power 52.0 - 72.8 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +29 Apr +18 Crit +3.0% Capacity 21 Ranged+ +42 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Nature/Master Power 64.5 - 77.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +15.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 263 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% mind Melee Ret 2 nature ----- def ----- Armour +6 Fatigue +8% Resists +6% acid +7% lightning +7% cold +9% nature +7% fire ---------- misc Equi/ret +0.16 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +26 Fatigue +8% Resists +1% physical +27% cold Phys.save +26 (+6 eff.) Teleport- +20% ---------- misc Mana/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con dps ---------- Phys.crit +12.0% Phys.pwr +7 (+1 eff.) On Melee Ret: * 14% chance to reduce armor by 15% ----- def ----- Armour +10 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +15% light +15% darkness ----- def ----- Armour +10 Fatigue +8% Resists +20% physical +16% light +15% darkness Shield.near.proj +78 Proj.slow +23% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+4 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 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +14% darkness +17% mind +15% all Phys.save +17 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save +38 (+13 eff.) Max.HP +57.00 HP.reg +2.10 Heal.mod +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +14% arcane +25% fire ----- def ----- Resists +15% all +37% fire ---------- misc Max.mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold Mind.save +10 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 71.20 to 213.59 lightning damage (142.39 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +51.00 HP.reg +7.20 Heal.mod +15% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +8% Resists +9% acid +6% cold +16% nature +14% blight ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Str +9 Cun +7 Wil ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +15% darkness +11% physical Mind.save +20 (+7 eff.) ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +15% acid +19% physical +13% lightning +13% fire +7% mind +14% cold Mind.save +16 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +20% blight +19% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 16 acid 17 fire Melee Ret 12 acid 10 fire ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +26% acid +15% fire Max.HP +45.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane +12% light +12% darkness Spell.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +4 Con ----- def ----- Armour +20 Defense +5 (+2 eff.) Fatigue +5% Phys.save +5 (+1 eff.) Max.HP +93.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +7% acid +6% cold Max.HP +56.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +22 Defense +5 (+2 eff.) Fatigue +12% Resists +5% mind Mind.save +18 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +26% blight +10% cold +21% darkness +10% acid ---------- misc Light +2 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Str +7 Mag +7 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +8% Phys.pwr +22 (+4 eff.) Spell.pwr +23 (+6 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +14% lightning A suit of armour made of mail. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +3 Cun +2 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +17 Fatigue +22% Resists +7% mind Crit.chn- 15.00% Phys.save +9 (+2 eff.) Mind.save +16 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Max.HP +43.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +26 Fatigue +22% Resists +7% mind Mind.save +14 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Disrupt/Master While equipped: Stats +7 Str +7 Con dps ---------- Res.pen +10% nature Melee Ret 2 cold On Hit (Melee): * 24 arcane resource burn ----- def ----- Armour +16 Fatigue +22% Resists +29% acid +12% lightning +51% nature +42% blight D.Red.from +15% Unnatural Max.HP +79.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Cun +4 Con ----- def ----- Armour +23 Defense +11 (+5 eff.) Fatigue +22% Mind.save +17 (+6 eff.) Max.HP +60.00 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +2 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +7 (+1 eff.) ---------- misc Equi/ret +0.20 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Str +2 Con dps ---------- Spell.crit +6% Spell.pwr +30 (+8 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +6% blight Melee Ret 4 physical ----- def ----- Phys.save +10 (+2 eff.) ---------- misc Max.mana +40.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +4 Wil +5 Cun +9 Lck dps ---------- Res.pen +20% blight +20% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +9% blight Mind.save +12 (+4 eff.) Stealth +13 Max.HP +149.00 ---------- misc T.Disarm +22 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Resists +10% acid +7% fire +8% lightning +8% cold Phys.save +12 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold 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 [Rare] Psionic While equipped: Stats +2 Str +12 Wil +7 Cun +6 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +3 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 [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +3% temporal ----- def ----- Defense +17 (+8 eff.) Resists +3% nature +1% physical Phys.save +9 (+2 eff.) ---------- misc Max.stam +20.00 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] Nature/Master While equipped: dps ---------- Dmg.mod +25% darkness +9% blight Res.pen +15% darkness +10% cold ----- def ----- Defense +18 (+9 eff.) Resists +25% darkness +12% blight Phys.save +13 (+3 eff.) Stealth +25 Max.HP +47.00 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 [Rare] Master While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Defense +47 (+21 eff.) Resists +15% acid +15% light Phys.save +15 (+3 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +12% blight HP.reg +8.00 Heal.mod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Cun +3 Con dps ---------- Melee Ret 4 cold ----- def ----- Armour +1 Resists +24% cold Crit.chn- 10.00% ---------- misc See.Invis +6 Rush: Puts all charms on 22 cooldown Level 3.9 Pwr.cost 22 out of 25/25. Range 9 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. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +18% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue -6% Resists +2% physical +6% light +3% fire +5% arcane +12% nature Phys.save +8 (+2 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +8% lightning +8% temporal ---------- misc Stam/turn +0.60 Max.stam +14.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +13 Resists +13% acid +9% fire +11% lightning +12% cold Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Armour +4 Fatigue +2% ---------- misc Max.psi +30.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+2 eff.) ---------- misc Max.enc +31 Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 10 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +5 Fatigue +4% Phys.save +12 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Stam/turn +0.60 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +5 Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +10% light ----- def ----- Armour +2 Crit.chn- 15.00% HP.reg +5.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Max.psi +50.00 Light +2 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 3 acid 25 darkness 9 lightning 7 cold 25 mind 7 fire On Hit (Melee): * 15% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Mind.save -9 (-3 eff.) Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 ice +17 fire +7 acid +10 lightning On Hit: 10% Reproach 5 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 [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +6 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +11 (+2 eff.) Acc +11 (+4 eff.) Apr +9 ----- def ----- Armour +6 Fatigue +5% Resists +13% blight Spell.save +14 (+7 eff.) Mind.save +11 (+4 eff.) Max.HP +51.00 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +25 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: * 19% chance to slow global speed by 67% * 14% chance to reduce armor by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.13 Max.hate +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +8 Mag +5 Con dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +3 (+1 eff.) Shield.pwr +9% HP.reg +3.90 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +1.60 Mana/ret +1.80 Max.mana +68.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +19% mind +13% arcane ----- def ----- Defense +3 (+1 eff.) Resists +5% mind Phys.save +8 (+2 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.psi +18.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +4 Wil dps ---------- Res.pen +10% darkness +5% physical Apr +2 ----- def ----- Armour +15 Fatigue +3% Resists +5% blight +6% lightning Mind.save +7 (+3 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% Spell.save +18 (+9 eff.) Die.at -80.00 life Confus- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.50 mind and 20.50 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 22% 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 22. Terrified: Deals 5.00 mind and 5.00 darkness damage per turn and increases cooldowns by 34%. Haunted: Causes the target to suffer 8.02 mind and 8.02 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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 T3 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +25 (+6 eff.) ----- def ----- Resists +6% nature Phys.save +3 (+0 eff.) Mind.save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 74 lightning damage and will be dazed for 1 turn (374 total damage) Puts all charms on 13 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 405 fire damage Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By Vessy the Thalore Berserker level 31
19th Dusk 123rd year of Ascendancy at 21:29 see stats
By Vessy the Thalore Berserker level 43
25th Pyre 124th year of Ascendancy at 08:06 see stats
By Vessy the Thalore Berserker level 29
32nd Pyre 123rd year of Ascendancy at 07:18 see stats
By Vessy the Thalore Berserker level 15
42nd Dusk 122nd year of Ascendancy at 18:21 see stats
By Vessy the Thalore Berserker level 34
14th Haze 123rd year of Ascendancy at 17:21 see stats
By Vessy the Thalore Berserker level 38
18th Regrowth 124th year of Ascendancy at 12:20 see stats
By Vessy the Thalore Berserker level 33
10th Haze 123rd year of Ascendancy at 21:20 see stats
By Vessy the Thalore Berserker level 15
39th Dusk 122nd year of Ascendancy at 17:13 see stats
By Vessy the Thalore Berserker level 32
3rd Haze 123rd year of Ascendancy at 10:31 see stats
By Vessy the Thalore Berserker level 19
4th Decay 122nd year of Ascendancy at 01:05 see stats
By Vessy the Thalore Berserker level 24
17th Pyre 123rd year of Ascendancy at 04:19 see stats
By Vessy the Thalore Berserker level 46
53rd Pyre 124th year of Ascendancy at 20:20 see stats
By Vessy the Thalore Berserker level 21
6th Regrowth 123rd year of Ascendancy at 13:30 see stats
By Vessy the Thalore Berserker level 42
20th Pyre 124th year of Ascendancy at 21:48 see stats
By Vessy the Thalore Berserker level 31
8th Flare 123rd year of Ascendancy at 15:35 see stats
By Vessy the Thalore Berserker level 10
2nd Summertide 122nd year of Ascendancy at 23:12 see stats
By Vessy the Thalore Berserker level 20
4th Decay 122nd year of Ascendancy at 18:49 see stats
By Vessy the Thalore Berserker level 30
1st Flare 123rd year of Ascendancy at 10:52 see stats
By Vessy the Thalore Berserker level 40
52nd Regrowth 124th year of Ascendancy at 06:34 see stats
By Vessy the Thalore Berserker level 45
39th Pyre 124th year of Ascendancy at 07:09 see stats
By Vessy the Thalore Berserker level 22
33rd Regrowth 123rd year of Ascendancy at 04:12 see stats
By Vessy the Thalore Berserker level 30
2nd Flare 123rd year of Ascendancy at 11:17 see stats
By Vessy the Thalore Berserker level 18
80th Haze 122nd year of Ascendancy at 06:17 see stats
By Vessy the Thalore Berserker level 33
3rd Haze 123rd year of Ascendancy at 17:16 see stats
By Vessy the Thalore Berserker level 10
1st Flare 122nd year of Ascendancy at 14:38 see stats
By Vessy the Thalore Berserker level 10
2nd Summertide 122nd year of Ascendancy at 23:14 see stats
By Vessy the Thalore Berserker level 19
3rd Decay 122nd year of Ascendancy at 14:17 see stats
By Vessy the Thalore Berserker level 46
53rd Pyre 124th year of Ascendancy at 23:47 see stats
By Vessy the Thalore Berserker level 9
1st Summertide 122nd year of Ascendancy at 14:10 see stats
By Vessy the Thalore Berserker level 35
47th Haze 123rd year of Ascendancy at 14:13 see stats
By Vessy the Thalore Berserker level 16
60th Haze 122nd year of Ascendancy at 01:37 see stats
By Vessy the Thalore Berserker level 29
65th Pyre 123rd year of Ascendancy at 20:05 see stats
By Vessy the Thalore Berserker level 19
3rd Decay 122nd year of Ascendancy at 16:41 see stats
By Vessy the Thalore Berserker level 46
54th Pyre 124th year of Ascendancy at 01:40 see stats
By Vessy the Thalore Berserker level 28
31st Pyre 123rd year of Ascendancy at 20:03 see stats
Log
Bethanor the Herald's devouring flames area effect hits Giant spider for 0 fire damage.
Bethanor the Herald's devouring flames area effect hits The One That Hunts for 0 fire damage.
Bethanor the Herald receives 6 healing from Storm drake.
Bethanor the Herald receives 6 healing from Minotaur.
Bethanor the Herald receives 6 healing from Venom drake.
Bethanor the Herald receives 6 healing from Minotaur.
Bethanor the Herald receives 4 healing from Ce'Natira the Herald.
Beastmaster Velomira uses Nature's Touch.
The One That Hunts casts Crumble.
The One That Hunts hits Vessy for (59 antimagic), 152 darkness (152 total damage).
Beastmaster Velomira receives 935 healing.
Burning from Fire drake hits Stone golem for 0 fire damage.
Polywen the Herald uses Blinding Speed.
Polywen the Herald speeds up.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Vessy for (59 antimagic), 188 fire (188 total damage).
Lashing Tentacle hits Vessy for 83 physical damage.
Raze hits Vessy for (7 antimagic), 0 darkness (0 total damage).
Bethanor the Herald hits Vessy for 92 physical damage.
Burning from Fire drake hits Lashing Tentacle for 38 fire damage.
Polywen the Herald uses Tornado.
Lashing Tentacle hits Vessy for 93 physical damage.
Burning from Fire drake hits Lashing Tentacle for 38 fire damage.
Beastmaster Emigama uses Infusion: Healing.
Beastmaster Emigama receives 163 healing from Infusion: Healing.
Minotaur hits Vessy for 178 physical damage.
Vessy the level 48 thalore berserker was impaled to death by a minotaur on level 1 of Hidden Vault - Gorbat Pride (1).
Vessy no longer revels in blood quite so much.
Vessy's rage subsides!