
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
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.
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
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: 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 | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 31 / 3% |
Size | medium |
Lifes / Deaths | Killed by Sauhut the quasit at level 27 on the 45th Haze 122nd year of Ascendancy at 00:19 0 / 7Killed by Voroba the elven tempest at level 27 on the 45th Haze 122nd year of Ascendancy at 16:19 Killed by Elyvea the mean looking elven guard at level 27 on the 45th Haze 122nd year of Ascendancy at 17:16 Killed by Aerysessra the corrupted dendritic hemospinner at level 30 on the 74th Haze 122nd year of Ascendancy at 16:55 Killed by Veloda the corrupted acidic digestor at level 30 on the 74th Haze 122nd year of Ascendancy at 18:04 Killed by Xeryth the corrupted mastocytic feeder at level 30 on the 76th Haze 122nd year of Ascendancy at 13:45 Killed by Lord of Skulls (mage) at level 31 on the 76th Haze 122nd year of Ascendancy at 16:23 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 27 (base 10) |
Magic | 20 (base 10) |
Willpower | 20 (base 10) |
Cunning | 37 (base 12) |
Resources
Life | -237/994 |
Stamina | 67/215 |
Healing Factor | 1.5986945338482 |
Regeneration | 27.577480708881 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 29.271521086458 |
See Invisible | 35.271521086458 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 175 |
Accuracy | 79 |
Crit Chance | 31% |
APR | 58 |
Speed | 0.91 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 15% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Cold | +4% |
Physical | +26% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +34% |
Fire | +29% |
All | +14% |
Defense: Base
Armour (hardiness) | 32 (49.007671158813%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 21 |
Mental Save | 19 |
Defense: Resistances
Acid | + 33%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 33%( 70%) |
All | + 4%( 70%) |
Lightning | + 51%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 21%( 70%) |
Mind | + 10%( 70%) |
Fire | + 16%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 38% |
Bleed Resistance | 100% |
Confusion Resistance | 77% |
Fear Resistance | 100% |
Stun Resistance | 67% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 363 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
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 grave | active |
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 failed to protect the lost defiler from death by Velildaseda the honey tree. Escort: lost defiler (level 2 of Wolfmire) | failed |
You failed to protect the lost sun paladin from death by 3-headed hydra. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Ivayana the snow giant. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Wolfmire. Escort: lost warrior (level 3 of Wolfmire)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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 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 |
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 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +3 Silence- +38% Confus- +37% Stun/Frz- +38% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Nature Power 53.5 - 74.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +20 temporal +20 nature +12 mind On Hit.r1 +12 arcane +8 temporal On Crit.r2 +8 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 51% * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex dps ---------- Crit.mult +20.00% Melee Ret 10 temporal ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +15% nature +6% mind Spell.save +9 (+4 eff.) Max.HP +105.00 Heal.mod +18% Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil +3 Cun +2 Con Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to heal for 54. 100% to increase all damage by 14% for 2 turns. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +12 Cun +1 Wil dps ---------- Melee+ 29 physical Ranged+ 28 physical Dmg.mod +18% physical Res.pen +15% fire On Hit (Melee): * 16% chance to reduce all saves and defense by 24 On Hit (Ranged): * 14% chance to reduce all saves and defense by 24 ----- def ----- Resists +18% physical Max.HP +59.00 HP.reg +7.00 Heal.mod +14% ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Light +2 Infravis +1 See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee Ret 8 lightning ----- def ----- Resists +21% acid +12% temporal +5% arcane +3% lightning Phys.save +10 (+3 eff.) Cut- +20% Confus- +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +14% all Acc +14 (+3 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +7 Cun dps ---------- Melee+ 5 cold Dmg.mod +4% cold Acc +31 (+6 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% cold Phys.save +7 (+2 eff.) Die.at -80.00 life ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +2 Dex +7 Mag +8 Wil dps ---------- Phys.crit +14.0% Spell.crit +6% Mind.crit +9% Crit.mult +5.00% Phys.pwr +25 (+6 eff.) Spell.pwr +18 (+9 eff.) Mind.pwr +20 (+7 eff.) Apr +14 Melee Ret 4 fire ----- def ----- Armour +14 Defense +33 (+9 eff.) Fatigue +8% Resists +14% lightning +23% cold +12% fire ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 111 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% fire Res.pen +20% physical Acc +10 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% nature Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +12 Con dps ---------- Phys.crit +2.0% Phys.pwr +24 (+6 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Armour +8 Resists +23% lightning +9% acid Stun/Frz- +29% Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 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 295 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 230.00 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 5 fire, 5 mind, 3 physical 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Defense +15 (+4 eff.) Resists +3% temporal Blind- +20% ---------- misc Masteries +0.13 Technique/Marksmanship Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Master While equipped: Stats +5 Str +4 Dex +4 Wil dps ---------- Crit.mult +10.00% Acc +6 (+1 eff.) Apr +11 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str ----- def ----- Resists +20% darkness Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.mana +40.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +15% mind +6% acid Mind.save +6 (+3 eff.) Confus- +29% ---------- misc Hate/m.crit +5.00 Max.psi +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Dmg.mod +3% mind Res.pen +15% lightning ----- def ----- Resists +5% arcane +31% temporal Pinning- +32% Knockbk- +35% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% light +14% darkness Blind- +25% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +16.00% Acc +7 (+1 eff.) Apr +14 ----- def ----- Resists +22% fire +16% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +20 (+7 eff.) Dmg.mod +11% lightning ----- def ----- Resists +31% lightning +3% nature ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 10% chance to reduce armor by 26% ----- def ----- Resists +29% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Fatigue -5% Resists +9% light ---------- misc Max.enc +21 Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+4 eff.) Silence- +25% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Melee+ 15 light 7 physical Ranged+ 10 light 5 physical Dmg.mod +9% acid +10% fire +10% light Res.pen +5% lightning On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% lightning +20% fire +9% acid ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 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 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+3 eff.) Resists +11% acid +19% fire +18% lightning +22% cold Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+7 eff.) Dmg.mod +21% temporal +30% cold +15% fire Res.pen +15% cold +10% fire ----- def ----- Armour +7 Defense +7 (+2 eff.) Anom.red +10 ---------- misc Wards +2 cold Talents +3 Ward +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+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% physical Res.pen +15% physical ---------- 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+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Spell.pwr +22 (+11 eff.) Melee+ 39 arcane Dmg.mod +30% darkness ----- def ----- Phys.save +8 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+6 eff.) ---------- misc Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 61.0 - 91.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +20 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +15% acid Res.pen +20% mind ----- def ----- Resists +12% acid Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +19 (+5 eff.) Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +52 acid +27 nature While equipped: dps ---------- Phys.crit +9.0% Crit.mult +38.00% Res.pen +13% acid +13% nature Apr +29 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 58.5 - 93.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 light Against +33% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 17 While equipped: ----- def ----- Disease- +42% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+10 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature/Master Power 51.0 - 71.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +15 acid +35 nature While equipped: dps ---------- Res.pen +5% acid +10% nature Apr +10 Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 darkness On Crit.r2 +20 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage While equipped: ----- def ----- Resists +15% darkness Spell.save +12 (+6 eff.) Die.at -60.00 life Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +5 Dex +4 Con dps ---------- Spell.crit +3% Phys.pwr +25 (+6 eff.) Phasing +30% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Res.pen +10% all Acc +33 (+6 eff.) Apr +10 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 76.95 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 49 damage Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Str +11 Dex +9 Mag +7 Wil +8 Cun +8 Con dps ---------- Phys.crit +10.0% Crit.mult +24.00% Apr +11 Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% 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: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning 4 physical 4 cold 4 acid 6 fire ----- def ----- Resists +3% lightning +4% physical +4% fire +3% cold +5% acid Spell.save +4 (+2 eff.) ---------- 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 Reqs Wil 35 [Rare] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +20 mind +20 cold While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +8% nature +6% lightning Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +9% blight +9% mind +24% lightning Disease- +22% ---------- 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 Reqs Wil 48 [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% 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 +3 Cun dps ---------- Mind.crit +5% Crit.mult +6.00% Mind.pwr +10 (+4 eff.) ----- def ----- Max.HP +20.00 HP.reg +0.60 ---------- 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 Reqs Wil 48 [Ego] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% 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 +10 (+4 eff.) Melee+ 7 mind 8 darkness Dmg.mod +5% mind +6% darkness ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +29.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 16.0 - 17.6 Mind Uses 50% 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 +10 (+4 eff.) Melee+ 6 lightning 21 physical 5 cold 7 acid 7 fire Dmg.mod +14% physical Res.pen +12% physical ----- def ----- Resists +4% lightning +18% physical +8% fire +7% cold +7% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str +1 Dex +1 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +3 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold +14 fire While equipped: Stats +5 Dex dps ---------- Dmg.mod +15% cold +9% temporal +14% fire Res.pen +9% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +14 Dex +8 Mag +8 Wil +5 Cun +8 Con dps ---------- Res.pen +9% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +11 cold While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 22 Ranged+ +20 lightning +16 cold On Hit.r1 +20 cold On Crit.r2 +4 lightning On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 41 Ranged+ +8 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 17 While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Normal] Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Arcane/Nature Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +14 lightning +8 temporal On Crit.r2 +8 lightning On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T1 shot ammo [Normal] Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Melee Ret 21 fire ----- def ----- Armour +10 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +17 Fatigue +8% Phys.save +10 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +7% lightning +24% darkness +7% light +7% blight +7% fire +7% cold +7% all Phys.save +11 (+4 eff.) Spell.save +22 (+11 eff.) Mind.save +11 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.27 to 42.84 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Mind.pwr +30 (+11 eff.) Dmg.mod +30% temporal +30% physical Res.pen +25% blight +9% temporal +15% physical ----- def ----- Resists +15% all Mind.save +18 (+9 eff.) Anom.red +16 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +15% all Max.HP +56.00 HP.reg +4.90 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +16 (+8 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all Mind.save +25 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +6% temporal +16% cold Max.HP +20.00 Poison- +20% Disease- +10% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.79 to 134.37 lightning damage (89.58 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +40.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +20 (+5 eff.) Fatigue +8% Resists +12% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +7 Mag +8 Wil +7 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +49.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +5 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +63.00 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +27 Defense +5 (+2 eff.) Fatigue +12% Resists +16% darkness +15% physical ---------- misc Light +2 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 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +10% physical +31% darkness +16% light ---------- misc Light +2 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 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light ----- def ----- Phys.save +6 (+2 eff.) Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +21% fire +6% darkness +8% cold Spell.save +18 (+9 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +6% darkness +15% fire Melee Ret 4 darkness ----- def ----- Resists +9% fire Mind.save +8 (+4 eff.) Max.HP +45.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +9 Mag +6 Cun dps ---------- Phys.crit +13.0% Mind.crit +9% On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +14% fire +10% cold Crit.dmg- 10.00% Phys.save +12 (+4 eff.) Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.54 Max.mana +48.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +14% Phys.pwr +12 (+3 eff.) ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +7 Mag ----- def ----- Fatigue -8% ---------- misc Max.enc +51 Mana/turn +0.35 Max.mana +59.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Apr +1 Melee Ret 2 darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +1% physical +11% cold 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 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +15% darkness Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Defense +2 (+1 eff.) Resists +9% acid Max.HP +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Cun +6 Lck dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +12% physical Apr +1 ----- def ----- Armour +1 Stealth +7 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex ----- def ----- Armour +2 Knockbk- +10% Teleport- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +9% light HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 38% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Spell.pwr +36 (+15 eff.) Res.pen +20% physical Apr +4 ----- def ----- Armour +3 Phys.save +12 (+4 eff.) Spell.save +6 (+3 eff.) Die.at -40.00 life A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +10% temporal +6% nature +6% cold +3% mind +5% arcane Max.HP +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Crit.dmg- 15.00% Phys.save +14 (+5 eff.) Mind.save +11 (+6 eff.) HP.reg +2.00 Blind- +10% 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 Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Silence- +23% Confus- +21% Stun/Frz- +23% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 35% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor Reqs Level 35 [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Dex +6 Wil +4 Cun +6 Con dps ---------- Mind.pwr +9 (+4 eff.) Res.pen +10% physical ----- def ----- Armour +13 Defense +5 (+2 eff.) Resists +15% lightning +15% temporal +6% mind +6% light Crit.dmg- 5.00% Max.HP +80.00 Poison- +20% Silence- +43% Confus- +50% Stun/Frz- +39% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 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. This item has been sent to the Item's Vault. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 258.03 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +19 (+4 eff.) ----- def ----- Armour +5 Mind.save +7 (+4 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 7 temporal Dmg.mod +4% arcane +4% temporal ----- def ----- Armour +2 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% mind +9% physical Res.pen +5% physical ----- def ----- Armour +9 Fatigue +1% Resists +11% light +11% darkness ---------- misc Max.stam +20.00 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +12 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Armour +5 Defense +25 (+7 eff.) Fatigue +5% Resists +15% temporal Cut- +20% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness Crit.dmg- 15.00% Silence- +10% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +3% fire +12% cold Max.HP +80.00 Silence- +20% Confus- +10% ---------- misc Equi/ret +0.08 Max.psi +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +10% cold +10% darkness +10% fire Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +3% nature ----- def ----- Defense +10 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +45.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% cold ----- def ----- Resists +6% nature +3% cold Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 16% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 584 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 acid +3 lightning +4 mind +4 blight Talents +1 Ward Create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Benpilar the Skeleton Archer level 22
5th Haze 122nd year of Ascendancy at 00:40 see stats
By Benpilar the Skeleton Archer level 28
55th Haze 122nd year of Ascendancy at 15:56 see stats
By Benpilar the Skeleton Archer level 30
72nd Haze 122nd year of Ascendancy at 10:58 see stats
By Benpilar the Skeleton Archer level 10
8th Mirth 122nd year of Ascendancy at 09:54 see stats
By Benpilar the Skeleton Archer level 20
40th Dusk 122nd year of Ascendancy at 01:40 see stats
By Benpilar the Skeleton Archer level 30
71st Haze 122nd year of Ascendancy at 12:21 see stats
By Benpilar the Skeleton Archer level 25
32nd Haze 122nd year of Ascendancy at 02:16 see stats
By Benpilar the Skeleton Archer level 17
28th Dusk 122nd year of Ascendancy at 23:45 see stats
By Benpilar the Skeleton Archer level 26
42nd Haze 122nd year of Ascendancy at 18:13 see stats
By Benpilar the Skeleton Archer level 9
6th Mirth 122nd year of Ascendancy at 17:50 see stats
By Benpilar the Skeleton Archer level 15
10th Dusk 122nd year of Ascendancy at 19:30 see stats
By Benpilar the Skeleton Archer level 21
71st Dusk 122nd year of Ascendancy at 21:15 see stats
By Benpilar the Skeleton Archer level 15
5th Flare 122nd year of Ascendancy at 22:15 see stats
Log
Isildath the corrupted plasmic disruptor hits Benpilar for (34 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior hits Benpilar for (66 reacted , -5 stam), (151 absorbed), 0 physical, (78 absorbed), 0 fire, (86 absorbed), 0 physical, (0 absorbed), 23 cold (23 total damage).
Melee retaliation hits Armoured skeleton warrior for 6 lightning, 8 temporal, 3 fire, 6 lightning, 8 temporal, 3 fire (34 total damage).
Isildath the corrupted plasmic disruptor casts Black Ice.
Talent Called Shots is ready to use.
Talent Steady Shot is ready to use.
Talent Headshot is ready to use.
Armoured skeleton warrior slows down.
Armoured skeleton warrior is pinned to the ground.
Isildath the corrupted plasmic disruptor hits Benpilar for 141 cold damage.
Benpilar's Intuitive Shots hits Armoured skeleton warrior for 112 physical, 5 mind, 15 temporal, 29 physical, 9 nature, 9 arcane, 6 temporal, 67 nature (252 total damage).
Automatic accept target mode: disabled
Benpilar uses Vital Shot.
Automatic accept target mode: enabled
Benpilar shoots!
The corpselight implodes!
Armoured skeleton warrior is less vulnerable.
Armoured skeleton warrior is not stunned anymore.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Lord of Skulls (mage) is not stunned anymore.
Lord of Skulls (mage) casts Manathrust.
Lord of Skulls (mage)'s spell attains critical power!
Benpilar reacts to damage from Lord of Skulls (mage), mitigating the blow!.
Benpilar reacts to damage from Lord of Skulls (mage), mitigating the blow!.
Isildath the corrupted plasmic disruptor hits Benpilar for 183 cold damage.
Lord of Skulls (mage) hits Benpilar for (160 reacted , -5 stam), 377 arcane, (122 reacted , -5 stam), 288 physical (665 total damage).
Benpilar's Shoot hits Bloated ooze for 248 physical, 8 mind, 11 temporal, 26 physical, 13 nature, 8 arcane, 4 temporal (318 total damage).
Benpilar the level 31 skeleton archer was squished to death by a Lord of Skulls (mage) on level 1 of The Godfeaster.