









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
FlexSpec Respec Limitation Relaxer 1.5.5Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Steamtech UI 1.1.4 Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Showing Items Tier in Inventory 1.5.5This 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 Exploration |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 50 / 141% |
Size | big |
Lifes / Deaths | Killed by Tomoma the thalore at level 15 on the 50th Haze 122nd year of Ascendancy at 16:35 / 12Killed by Ndihel the shalore at level 15 on the 50th Haze 122nd year of Ascendancy at 17:36 Killed by snow giant boulder thrower at level 17 on the 24th Regrowth 123rd year of Ascendancy at 01:29 Killed by venom wyrm at level 21 on the 67th Dusk 123rd year of Ascendancy at 11:25 Killed by orc necromancer at level 28 on the 60th Haze 123rd year of Ascendancy at 21:59 Killed by orc necromancer at level 28 on the 77th Haze 123rd year of Ascendancy at 15:32 Killed by Haar the Crusher at level 32 on the 62nd Regrowth 124th year of Ascendancy at 10:44 Killed by overpowered greater multi-hued wyrm at level 33 on the 23rd Pyre 124th year of Ascendancy at 02:36 Killed by overpowered greater multi-hued wyrm at level 33 on the 23rd Pyre 124th year of Ascendancy at 06:05 Killed by overpowered greater multi-hued wyrm at level 35 on the 23rd Pyre 124th year of Ascendancy at 14:32 Killed by orc necromancer at level 38 on the 39th Pyre 124th year of Ascendancy at 23:07 Killed by Elandar at level 50 on the 73rd Regrowth 125th year of Ascendancy at 05:20 |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 118 (base 60) |
Constitution | 95 (base 60) |
Magic | 25 (base 10) |
Willpower | 44 (base 32) |
Cunning | 44 (base 10) |
Resources
Life | 783/2004 |
Stamina | 325/342 |
Healing Factor | 1.4811320754716 |
Regeneration | 18.13816921256 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 12 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 195 |
Accuracy | 82 |
Crit Chance | 31% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Physical | +17% |
Darkness | +15% |
Light | +15% |
All | +9% |
Offense: Damage Penetration
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 109.6614140753 (100%) |
Defense | 52 |
Ranged Defense | 57 |
Fatigue | 33 |
Physical Save | 80 |
Spell Save | 63 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 8%( 70%) |
Acid | + 9%( 70%) |
Light | -18%( 70%) |
Darkness | + 17%( 70%) |
Cold | + 9%( 70%) |
Physical | + 22%( 70%) |
Fire | + 43%( 70%) |
All | + 2%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 50% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 594 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 563 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield Wall |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+22). Continuum Destabilization |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 14. Battle Cry |
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 |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by large white snake. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Emaldavena the orc soldier. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by cold drake hatchling. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1054. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 [Rare] Master While equipped: Stats +8 Str +2 Dex +4 Cun +8 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Infravis +3 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 17.39 cold damage and 18.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +2 Wil +1 Cun +5 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +2 (+1 eff.) Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +3% Resists -23% light +15% darkness HP.reg +3.10 Heal/summ +30 ---------- misc Infravis +4 A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor [Ego++] Master While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Phys.crit +11.0% Spell.crit +7% Mind.crit +5% Crit.mult +6.00% ----- def ----- Armour +8 Phys.save +10 (+2 eff.) ---------- misc Talents +5 Block Cooldown Double Strike -1 Tauntlets behave like a shield, and allow you to block attacks. 103 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +14.00% Acc +9 (+2 eff.) Apr +14 ----- def ----- Phys.save +12 (+2 eff.) Spell.save +14 (+3 eff.) Mind.save +12 (+6 eff.) Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Rare] Arcane Power 155% Range: 1.4x Uses 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +2 Cun dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Melee Ret 20 acid ---------- misc Telepathy Demon/Minor Demon/Major Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +6% darkness +6% light Res.pen +10% light Melee Ret 12 darkness ----- def ----- Resists +7% acid +3% light +7% fire +7% cold +6% lightning Spell.save +9 (+2 eff.) Stealth +8 ---------- misc T.Disarm +20 Light +2 Infravis +5 Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.5% procs dam / acc Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 308.88 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 309 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] 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 instantly heal yourself for 394 and cleanse 1 wound and 1 poison 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 ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 355.34 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 209.28 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +17 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+7 eff.) ---------- misc Masteries +0.34 Cunning/Dirty fighting +0.34 Technique/Conditioning Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +21% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +14% light +13% darkness Blind- +24% Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% mind +12% cold Acc +7 (+1 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Resists +12% mind +24% cold Heal/summ +20 ---------- misc Hate/m.crit +1.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 86% 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 can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +17% darkness Acc +16 (+3 eff.) ----- def ----- Resists +34% darkness Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% blight ----- def ----- Armour +4 Resists +10% blight Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +0.80 Stun/Frz- +23% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +6 (+1 eff.) Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Disrupt Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 nature On Hit: * 25% chance to remove a magical effect Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 178% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 45% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +21% darkness Acc +20 (+4 eff.) Melee Ret 8 darkness On Hit (Melee): * Slows global speed by 33% ----- def ----- Defense +21 (+7 eff.) Resists +9% nature +3% fire Spell.save +6 (+1 eff.) Disarm- +70% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 177% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 nature +23 temporal On Crit.r2 +23 fire While equipped: dps ---------- All.spd +6% Res.pen +20% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 177% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% While equipped: Stats +9 Dex dps ---------- Res.pen +19% nature Acc +16 (+3 eff.) ----- def ----- Resists +12% all Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Dmg.mod +27% physical Res.pen +30% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Res.pen +10% lightning +8% physical Acc +7 (+1 eff.) Apr +8 Melee Ret 8 nature 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% nature Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +12 fire While equipped: dps ---------- Phys.crit +12.0% Crit.mult +19.00% All.spd +4% Res.pen +15% fire Apr +15 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 107% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +7% mind Res.pen +5% mind ----- def ----- Resists +6% mind Dmg.Resnn +11% Mind.save +4 (+2 eff.) ---------- misc Psi/ret +0.50 Max.psi +24.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +17 nature While equipped: dps ---------- Res.pen +8% nature ----- def ----- Resists +7% all Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+4 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+10 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +1.40 Heal.mod +24% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+10 eff.) Dmg.mod +30% arcane On Hit (Melee): * 12% chance to blind ----- def ----- Defense +12 (+4 eff.) HP.reg +1.60 Heal.mod +25% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 55.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +19 acid On Hit: * 20% chance to torment the target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +14% mind +17% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego] Arcane/Master Power 183% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +23 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 168% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +17.0% Crit.mult +27.00% Apr +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Psionic Power 166% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Psionic Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +21% mind +14% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% Melee+ +23 temporal While equipped: Stats +9 Dex dps ---------- Acc +17 (+3 eff.) Melee Ret 21 temporal ----- def ----- Resists +26% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master/Psionic Power 164% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +24 mind On Hit: * 45% chance to cause random gloom While equipped: Stats +7 Str +5 Cun +7 Wil dps ---------- Dmg.mod +21% physical Acc +19 (+4 eff.) ---------- misc Stam/ret +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 166% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +17 (+3 eff.) Res.pen +19% physical ----- def ----- Disarm- +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Slows global speed by 20% While equipped: Stats +1 Str +4 Dex +1 Wil ----- def ----- Resists +3% nature One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +18.00% Acc +12 (+2 eff.) Apr +13 ----- def ----- Defense +11 (+4 eff.) Disarm- +39% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +18 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% All.spd +4% Res.pen +14% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +13% physical Acc +11 (+2 eff.) Apr +13 One-handed war axes. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Defense +13 (+5 eff.) Spell.save +7 (+2 eff.) Stealth +7 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +9 (+4 eff.) ----- def ----- Resists +12% fire +14% cold Mind.save +14 (+7 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Cold Shoulder (0 def, 0 armour) Cold Shoulder (0 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +8% cold Melee Ret 15 cold ----- def ----- Fatigue +5% Resists +8% cold Slow any enemy that attacks you from 5 tiles or more away by 35% for 2 turns. Ice Wall: Level 3.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Summons an icy wall of 5 length for 6 turns. Ice walls are transparent, but block projectiles and enemies. Ice walls also emit freezing cold, dealing 6.08 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies. Each point in cold drake talents also increases your cold resistance by 1%. A frozen cloak. You feel cold just by looking at it. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+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 cloth armor [Ego+] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +13% nature ----- def ----- Defense +5 (+2 eff.) Poison- +36% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +7 ----- def ----- Armour +3 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +14% darkness +19% temporal Apr +11 ----- def ----- Armour +5 Fatigue +4% Resists +19% darkness +25% temporal Def/telep +24 Res/telep +19% Dur/telep +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +11 (+4 eff.) Fatigue +1% Resists +5% fire +6% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Max.HP +53.00 ---------- misc Stam/turn +0.80 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +10 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue -2% Max.HP +51.00 ---------- misc Stam/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 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 [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Mov.spd +20% ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +4 Resists +6% blight +6% temporal Heal/summ +30 ---------- misc Telepathy Demon/Minor Demon/Major Talents +3 Block Tauntlets behave like a shield, and allow you to block attacks. 42 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 temporal Ranged+ 6 temporal Dmg.mod +3% temporal Acc +11 (+2 eff.) ----- def ----- Armour +2 Resists +6% temporal ---------- misc Talents +1 Block Tauntlets behave like a shield, and allow you to block attacks. 9 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
![]() 1.5 T5 hands armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Acc +12 (+2 eff.) ----- def ----- Armour +3 Resists +10% darkness ---------- misc Infravis +3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% light +5% cold Pinning- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +14% fire +12% lightning +10% cold Phys.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +8% temporal +8% light +8% physical ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +5% temporal +4% light +3% fire +5% nature +5% acid +4% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +7 Wil +4 Con dps ---------- Phys.pwr +16 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% physical Phys.save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +16% Max.HP +59.00 HP.reg +1.90 Heal.mod +12% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Str +9 Dex ----- def ----- Armour +8 Defense +14 (+5 eff.) Fatigue +8% Resists +29% acid Phys.save +17 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +21% blight +26% fire +26% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Max.HP +90.00 HP.reg +10.40 Heal.mod +19% ---------- misc Stam/turn +1.90 A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +3% mind Melee Ret 6 light ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +17% Resists +8% lightning +15% darkness +7% fire +7% acid +7% physical +13% blight +7% cold +5% arcane +9% light Phys.save +7 (+1 eff.) Spell.save +3 (+1 eff.) Blind- +5% Disarm- +29% Pinning- +5% Stun/Frz- +27% Knockbk- +22% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +16% darkness +8% physical HP.reg +6.50 ---------- misc Stam/turn +2.10 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +21 Defense +20 (+7 eff.) Fatigue +26% Mind.save +20 (+9 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego++] Arcane When used to Attack: Power 173% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +192 Melee+ +13 acid +16 light While equipped: Stats +5 Mag +9 Con dps ---------- On Melee Ret: * 17% chance to corrode armour by 30% * 25% chance to blind ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +17% acid +17% light ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo [Ego+] Nature/Disrupt Power 167% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +38 manaburn arcane +26 nature +20 temporal On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 10 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 50% 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 8 (based on Willpower) for 237 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skeletanker the Skeleton Bulwark level 25
78th Dusk 123rd year of Ascendancy at 09:08 see stats
By Skeletanker the Skeleton Bulwark level 37
29th Pyre 124th year of Ascendancy at 06:44 see stats
By Skeletanker the Skeleton Bulwark level 25
75th Dusk 123rd year of Ascendancy at 04:38 see stats
By Skeletanker the Skeleton Bulwark level 33
10th Pyre 124th year of Ascendancy at 23:40 see stats
By Skeletanker the Skeleton Bulwark level 33
23rd Pyre 124th year of Ascendancy at 02:02 see stats
By Skeletanker the Skeleton Bulwark level 45
39th Regrowth 125th year of Ascendancy at 10:44 see stats
By Skeletanker the Skeleton Bulwark level 28
39th Regrowth 124th year of Ascendancy at 04:03 see stats
By Skeletanker the Skeleton Bulwark level 43
6th Haze 124th year of Ascendancy at 20:19 see stats
By Skeletanker the Skeleton Bulwark level 44
80th Haze 124th year of Ascendancy at 11:20 see stats
By Skeletanker the Skeleton Bulwark level 38
10th Mirth 124th year of Ascendancy at 20:41 see stats
By Skeletanker the Skeleton Bulwark level 16
73rd Haze 122nd year of Ascendancy at 18:47 see stats
By Skeletanker the Skeleton Bulwark level 29
44th Regrowth 124th year of Ascendancy at 21:20 see stats
By Skeletanker the Skeleton Bulwark level 27
47th Haze 123rd year of Ascendancy at 13:09 see stats
By Skeletanker the Skeleton Bulwark level 38
31st Pyre 124th year of Ascendancy at 05:05 see stats
By Skeletanker the Skeleton Bulwark level 36
24th Pyre 124th year of Ascendancy at 11:35 see stats
By Skeletanker the Skeleton Bulwark level 15
45th Haze 122nd year of Ascendancy at 03:20 see stats
By Skeletanker the Skeleton Bulwark level 44
18th Regrowth 125th year of Ascendancy at 06:07 see stats
By Skeletanker the Skeleton Bulwark level 43
43rd Haze 124th year of Ascendancy at 11:17 see stats
By Skeletanker the Skeleton Bulwark level 45
64th Regrowth 125th year of Ascendancy at 16:18 see stats
By Skeletanker the Skeleton Bulwark level 20
51st Pyre 123rd year of Ascendancy at 11:14 see stats
By Skeletanker the Skeleton Bulwark level 35
23rd Pyre 124th year of Ascendancy at 19:34 see stats
By Skeletanker the Skeleton Bulwark level 30
58th Regrowth 124th year of Ascendancy at 03:56 see stats
By Skeletanker the Skeleton Bulwark level 10
70th Dusk 122nd year of Ascendancy at 05:07 see stats
By Skeletanker the Skeleton Bulwark level 20
51st Pyre 123rd year of Ascendancy at 10:36 see stats
By Skeletanker the Skeleton Bulwark level 30
47th Regrowth 124th year of Ascendancy at 18:31 see stats
By Skeletanker the Skeleton Bulwark level 40
3rd Flare 124th year of Ascendancy at 22:28 see stats
By Skeletanker the Skeleton Bulwark level 50
73rd Regrowth 125th year of Ascendancy at 04:53 see stats
By Skeletanker the Skeleton Bulwark level 43
22nd Haze 124th year of Ascendancy at 22:13 see stats
By Skeletanker the Skeleton Bulwark level 42
7th Dusk 124th year of Ascendancy at 14:29 see stats
By Skeletanker the Skeleton Bulwark level 32
6th Pyre 124th year of Ascendancy at 22:35 see stats
By Skeletanker the Skeleton Bulwark level 15
50th Haze 122nd year of Ascendancy at 02:26 see stats
By Skeletanker the Skeleton Bulwark level 36
25th Pyre 124th year of Ascendancy at 13:05 see stats
By Skeletanker the Skeleton Bulwark level 24
74th Dusk 123rd year of Ascendancy at 05:10 see stats
By Skeletanker the Skeleton Bulwark level 27
48th Haze 123rd year of Ascendancy at 02:13 see stats
By Skeletanker the Skeleton Bulwark level 10
75th Dusk 122nd year of Ascendancy at 14:58 see stats
By Skeletanker the Skeleton Bulwark level 31
61st Regrowth 124th year of Ascendancy at 07:10 see stats
By Skeletanker the Skeleton Bulwark level 41
4th Dusk 124th year of Ascendancy at 11:15 see stats
By Skeletanker the Skeleton Bulwark level 44
17th Regrowth 125th year of Ascendancy at 21:35 see stats
By Skeletanker the Skeleton Bulwark level 43
74th Dusk 124th year of Ascendancy at 17:59 see stats
By Skeletanker the Skeleton Bulwark level 25
17th Haze 123rd year of Ascendancy at 14:20 see stats
By Skeletanker the Skeleton Bulwark level 19
30th Regrowth 123rd year of Ascendancy at 11:16 see stats
By Skeletanker the Skeleton Bulwark level 23
73rd Dusk 123rd year of Ascendancy at 09:00 see stats
Log
Skeletanker receives 10 healing from Something.
Your shield crumbles under the damage!
The shield around Skeletanker crumbles.
Skeletanker HEALS from fire damage!
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Daelach's darkness area effect hits Eternal bone giant for (14 absorbed), 0 darkness (0 total damage).
Daelach's darkness area effect hits Skeletanker for (19 absorbed), 0 darkness (0 total damage).
Daelach's firestorm hits Skeletanker for (17 absorbed), 31 fire, 20 healing (31 total damage) [20 healing].
Wretchling's acid area effect hits Skeletanker for (25 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling loses sight!
Wretchling loses sight!
Wretchling loses sight!
Skeletanker loses sight!
Wretchling loses sight!
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Something hits Skeletanker for 285 light damage.
Something hits Wretchling for 304 light damage.
Something hits Wretchling for 304 light damage.
Something hits Wretchling for 304 light damage.
Something hits Something for (152 absorbed), 0 light (0 total damage).
Something hits Wretchling for 304 light damage.
Skeletanker recovers sight.
Skeletanker regains some of its will.
Skeletanker deactivates Shield Wall.