










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.10This 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 Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Monk 1.1.5Monk for versions b42 and above. 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:
Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Fallen |
Class | Writhing One |
Level / Exp | 37 / 19% |
Size | medium |
Lifes / Deaths | Killed by Rshabid the thalore at level 15 on the 66th Dusk 122nd year of Ascendancy at 19:34 0 / 9Killed by minotaur at level 16 on the 77th Dusk 122nd year of Ascendancy at 09:51 Killed by Yvetha the Guardian at level 19 on the 35th Haze 122nd year of Ascendancy at 08:34 Killed by Adovea the skeleton warrior at level 27 on the 72nd Dusk 123rd year of Ascendancy at 17:43 Killed by Layaba the Blightborn at level 34 on the 46th Regrowth 124th year of Ascendancy at 18:06 Killed by ONEarm at level 36 on the 75th Regrowth 124th year of Ascendancy at 14:51 Killed by orc blood mage at level 36 on the 5th Pyre 124th year of Ascendancy at 20:21 Killed by orc necromancer at level 37 on the 8th Pyre 124th year of Ascendancy at 08:50 Killed by orc necromancer at level 37 on the 8th Pyre 124th year of Ascendancy at 09:01 |
Primary Stats
Strength | 50 (base 41) |
Dexterity | 17 (base 10) |
Constitution | 67 (base 55) |
Magic | 93 (base 57) |
Willpower | 23 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -86/1322 |
Positive | 158/158 |
Insanity | 6/100 |
Healing Factor | 0.96075949367086 |
Regeneration | 1.5852531645569 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 77 |
Accuracy | 49 |
Crit Chance | 25% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Lightning | +10% |
Light | +8% |
Darkness | +4% |
Blight | +4% |
Arcane | +15% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Fire | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 61.142857142857 (100%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 16 |
Physical Save | 44 |
Spell Save | 39 |
Mental Save | 24 |
Defense: Resistances
Acid | + 50%( 70%) |
Nature | + 53%( 70%) |
Lightning | + 68%( 75%) |
Darkness | + 46%( 70%) |
Arcane | + 44%( 70%) |
Fire | + 46%( 70%) |
All | + 41%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 0% |
Confusion Resistance | 0% |
Fear Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 28 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 421 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 242.00 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. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Fallen | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Reduces global action speed by 50%. Slow |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is hexed. Each time it uses an ability it takes 39.89 fire damage, and talent cooldowns are increased by 50% plus 1 turn. Burning Hex |
beneficial effect | Linked to their horror ally gaining 22% all damage resistance. Shared Insanity |
detrimental effect | The target takes 34% more damage from necrotic minions. Rigor Mortis |
beneficial effect | 1 pustules increasing resistance by 4%. Putrescent Pustule |
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 failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Filio Flightfond. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. * You've found the needed orc heart. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 3.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +5 Fatigue +4% Phys.save +5 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: 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: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 51.49 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% nature +15% fire ----- def ----- Resists +20% nature +9% fire ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
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 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Melee+ 32 light Ranged+ 24 light Acc +9 (+3 eff.) On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 19% chance to blind Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 43 acid damage in a 4 radius ball. This damage will increase by 31% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
On hands | ![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 58.97 to 176.90 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +0% Pinning- +0% Stun/Frz- +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +15% arcane Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane 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 T4 amulet jewelry [Ego+] Nature While equipped: Stats +5 Str +4 Con ----- def ----- Phys.save +12 (+4 eff.) Max.HP +48.00 HP.reg +1.40 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 40 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -381 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 46 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -578 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 341% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 158 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 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. 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 4 Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 234.08 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 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 87.36 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 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 116.23 to 348.70 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 119.09 to 357.28 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. 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 18 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 21%, your defense is increased by 21 and all your resistances by 21%. 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 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire Res.pen +10% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid +12% fire Phys.save +7 (+2 eff.) Max.HP +33.00 HP.reg +1.00 Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% all Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +14% darkness Acc +11 (+3 eff.) ----- def ----- Resists +28% darkness Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 nature +16 temporal On Hit: * 23% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +9% acid ----- def ----- HP.reg +2.00 Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 26.5 - 34.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +21 insidious poison While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +5% all Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Psionic Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 mind On Hit: * 15% chance to cause random gloom While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +8% nature ----- def ----- Resists +4% all Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Arcane Power 37.5 - 48.8 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 cold On Crit.r2 +24 lightning On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +6% lightning +12% temporal Res.pen +25% temporal ----- def ----- Resists +6% temporal Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Psionic Power 38.5 - 50.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 69.5 - 104.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +30 blight On Hit: * 21% chance to disease * Random elemental explosion While equipped: dps ---------- Res.pen +12% acid +13% fire +20% cold +10% lightning Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Disrupt/Master Power 69.5 - 104.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +13% physical Acc +14 (+4 eff.) Apr +13 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 65.0 - 97.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +12% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% While equipped: Stats +5 Dex dps ---------- Dmg.mod +10% physical Res.pen +13% physical Acc +10 (+3 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +19 (+6 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% nature ----- def ----- Resists +7% all Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +27 cold While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Crit.mult +20.00% Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Dmg.mod +27% cold Phasing +30% ----- def ----- Heal.mod +15% Def/telep +10 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +20 cold While equipped: Stats +8 Str +8 Mag dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +12% physical +11% temporal +6% mind +26% cold Res.pen +18% physical +12% temporal ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Pinning- +20% Teleport- +15% ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Dmg.mod +24% temporal +18% physical Res.pen +14% temporal +12% physical ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +20.0% Dmg.mod +18% temporal +20% physical Res.pen +12% temporal +12% physical Acc +14 (+4 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-25 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 lightning +4 light On Hit.r1 +8 light +4 arcane On Crit.r2 +16 light On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Nature Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 temporal +13 nature On Hit.r1 +4 mind +12 temporal On Crit.r2 +4 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 12 temporal Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 48.5 - 67.9 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 fire +9 temporal +11 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 111% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Dex dps ---------- Acc +9 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) Res.pen +9% physical Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +10.00% Apr +10 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +6% nature On Melee Ret: * Slows global speed by 4% ----- def ----- Resists +21% lightning +11% fire +6% cold ---------- misc Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% darkness Res.pen +11% darkness ----- def ----- Resists +8% darkness Blind- +21% ---------- misc Hate/kill +3.00 Psi/kill +2.00 Masteries +0.10 Cursed/Darkness +0.10 Cursed/Dark sustenance +0.10 Psionic/Voracity Inflict 71.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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/Disrupt Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +11% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) 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/Disrupt Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +5% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) 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 This natural venom should be returned to the wyrm. Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +4% acid Res.pen +12% acid Melee Ret 12 acid ----- def ----- Resists +4% acid HP.reg +0.70 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 This natural mindstar summons a caller. Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +16 (+8 eff.) 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 Dex 48 Shoot [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 190 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego++] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +16% physical Acc +9 (+3 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+7 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +5% Spell.pwr +29 (+7 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Max.mana +73.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 36.0 - 43.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +5% Spell.pwr +26 (+7 eff.) Dmg.mod +36% arcane ---------- misc Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight ---------- misc Mana/turn +0.15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 41.5 - 58.1 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +29 blight +18 acid +16 fire On Hit.r1 +4 fire On Hit: * 16% chance to disease * 25% chance to put talents on cooldown On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +15% arcane +15% fire ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 darkness Against +10% Living On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +25% temporal Melee Ret 12 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% mind +3% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 lightning +11 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 17 temporal ----- def ----- Resists +5% temporal One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +7% physical Res.pen +9% physical Apr +8 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 15% chance to daze at end of turn While equipped: Stats +2 Str +4 Dex +3 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +9% lightning One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +9 (+3 eff.) Apr +9 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Res.pen +8% physical Acc +9 (+3 eff.) Apr +6 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Mind.crit +3% Dmg.mod +18% arcane Res.pen +20% arcane ----- def ----- Resists +9% light +8% darkness Mind.save +30 (+15 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.08 Telepathy Humanoid/Orc A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Wil +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +3% Mind.crit +9% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +5 Defense +12 (+6 eff.) Phys.save +22 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +30 (+15 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +3 (+1 eff.) Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Die.at -50.00 life Max.HP +40.00 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] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 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 cloth armor [Cosmetic Item] Arcane/Nature While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +11% cold +7% light +6% darkness ----- def ----- Resists +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +9% light +10% darkness ----- def ----- Defense +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
![]() 1.5 T5 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Melee+ 7 acid 8 fire 6 lightning 4 cold Acc +9 (+3 eff.) ----- def ----- Armour +3 Resists +5% darkness ---------- misc Infravis +3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +7 Mind.save +10 (+5 eff.) Max.HP +50.00 ---------- misc Equi/ret +0.08 Telepathy Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +21 Wil dps ---------- Crit.mult +6.00% On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +3 (+1 eff.) Phys.save +40 (+13 eff.) ---------- misc Stam/turn +0.60 Max.stam +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% S.pwr/crit +8 Dmg.mod +15% light ----- def ----- Defense +2 (+1 eff.) Resists +22% light A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Ego+] Disrupt/Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +10% nature +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +9 (+3 eff.) Mind.save +5 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 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 14 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. |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% Resists -20% light HP.reg +2.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Mind.save +13 (+7 eff.) Max.HP +33.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +24 Defense +5 (+2 eff.) Fatigue +16% Resists +8% mind Mind.save +15 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +7% mind Mind.save +19 (+10 eff.) HP.reg +4.60 ---------- misc Stam/turn +1.90 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +6 Cun +6 Dex ----- def ----- Armour +12 Defense +11 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T4 massive armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Max.HP +64.00 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +7 (+3 eff.) Fatigue +26% Resists +22% cold A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego+] Arcane While equipped: dps ---------- Melee Ret 17 temporal ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +10% temporal ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (478) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 20 [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo Reqs Dex 32 [Unique] Arcane Power 45.0 - 63.0 Void Uses 50% Str, 10% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane Power 66.0 - 92.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +30 Crit +3.0% Capacity 54 Rld cld 0 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Master Power 59.5 - 83.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +20 Apr +23 Crit +2.5% Capacity 51 Rld cld 0 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +13 (+4 eff.) Mov.spd +10% Dmg.mod +6% nature Melee Ret 12 nature ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +7% physical Heal.mod +5% ---------- misc Stam/turn +0.40 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: 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 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +6% light +6% mind Mind.save +5 (+3 eff.) ---------- misc Light +5 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 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Light +7 See.Stealth +14 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light +7 See.Stealth +13 See.Invis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +51.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- 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. |
![]() 1.0 T5 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +9 (+3 eff.) Spell.save +7 (+3 eff.) Heal.mod +13% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +18 (+6 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+8 eff.) Blind- +31% Confus- +20% ---------- misc Light +8 See.Stealth +11 See.Invis +13 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 544.32 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 T4 torque charm [Ego+] Psionic Fire a blast of psionic energies in a range 6 beam dealing 226.50 to 453.00 mind damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +9% lightning Res.pen +20% lightning Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 60 and armour hardiness by 60% 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. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% arcane +20% mind On Melee Ret: * 29% chance to inflict 15% damage reduction * 31% chance to disease ---------- misc Talents +4 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 256 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 6 negative energy. 100% to regenerate 6 positive energy. 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 Creates a wall of flames lasting 4 turns (dealing 404 fire damage overall) Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
Achievements
By ONEarm the Fallen Writhing One level 32
14th Regrowth 124th year of Ascendancy at 20:34 see stats
By ONEarm the Fallen Writhing One level 30
1st Haze 123rd year of Ascendancy at 22:39 see stats
By ONEarm the Fallen Writhing One level 26
69th Dusk 123rd year of Ascendancy at 00:27 see stats
By ONEarm the Fallen Writhing One level 36
73rd Regrowth 124th year of Ascendancy at 11:59 see stats
By ONEarm the Fallen Writhing One level 35
63rd Regrowth 124th year of Ascendancy at 05:40 see stats
By ONEarm the Fallen Writhing One level 22
45th Regrowth 123rd year of Ascendancy at 17:04 see stats
By ONEarm the Fallen Writhing One level 33
46th Regrowth 124th year of Ascendancy at 08:44 see stats
By ONEarm the Fallen Writhing One level 20
25th Regrowth 123rd year of Ascendancy at 18:23 see stats
By ONEarm the Fallen Writhing One level 18
3rd Haze 122nd year of Ascendancy at 05:57 see stats
By ONEarm the Fallen Writhing One level 22
46th Pyre 123rd year of Ascendancy at 07:46 see stats
By ONEarm the Fallen Writhing One level 19
3rd Haze 122nd year of Ascendancy at 17:54 see stats
By ONEarm the Fallen Writhing One level 10
7th Mirth 122nd year of Ascendancy at 18:16 see stats
By ONEarm the Fallen Writhing One level 20
36th Haze 122nd year of Ascendancy at 04:12 see stats
By ONEarm the Fallen Writhing One level 30
1st Time of Equilibrium 123rd year of Ascendancy at 22:34 see stats
By ONEarm the Fallen Writhing One level 11
2nd Summertide 122nd year of Ascendancy at 03:56 see stats
By ONEarm the Fallen Writhing One level 26
68th Dusk 123rd year of Ascendancy at 09:29 see stats
By ONEarm the Fallen Writhing One level 30
1st Haze 123rd year of Ascendancy at 11:48 see stats
By ONEarm the Fallen Writhing One level 34
46th Regrowth 124th year of Ascendancy at 23:06 see stats
By ONEarm the Fallen Writhing One level 9
4th Mirth 122nd year of Ascendancy at 10:23 see stats
By ONEarm the Fallen Writhing One level 15
68th Dusk 122nd year of Ascendancy at 19:35 see stats
By ONEarm the Fallen Writhing One level 17
1st Haze 122nd year of Ascendancy at 06:44 see stats
By ONEarm the Fallen Writhing One level 20
24th Regrowth 123rd year of Ascendancy at 06:22 see stats
By ONEarm the Fallen Writhing One level 34
46th Regrowth 124th year of Ascendancy at 17:00 see stats
By ONEarm the Fallen Writhing One level 20
37th Haze 122nd year of Ascendancy at 10:32 see stats
By ONEarm the Fallen Writhing One level 37
8th Pyre 124th year of Ascendancy at 08:50 see stats
By ONEarm the Fallen Writhing One level 29
1st Time of Equilibrium 123rd year of Ascendancy at 22:34 see stats
Log
Poison spore's poison area effect hits Forgery of Haze (orc necromancer) for 30 nature damage.
Poison spore's poison area effect hits Decaying devourer for 23 nature damage.
Poison spore's poison area effect hits Something for 23 nature damage.
Wretchling's acid area effect hits Skeleton warrior for 30 acid damage.
Orc cryomancer's ice storm area effect hits Decaying devourer for 22 cold damage.
Orc cryomancer's ice storm area effect hits ONEarm for (8 to ice), 12 cold (12 total damage).
Decaying devourer tries to bite Forgery of Haze (orc necromancer) with razor sharp teeth!
Decaying devourer performs a melee critical strike against Forgery of Haze (orc necromancer)!
You collect a new ingredient: orc heart (1).
Decaying devourer's blood frenzy intensifies!
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer performs a melee critical strike against Decaying devourer!
Decaying devourer revels in the spilt blood and grows stronger!
Decaying devourer tries to bite Orc necromancer with razor sharp teeth!
Decaying devourer performs a melee critical strike against Orc necromancer!
Decaying devourer's blood frenzy intensifies!
Orc necromancer starts to bleed.
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer hits Forgery of Haze (orc necromancer) for 150 physical damage.
Decaying devourer hits Something for 158 physical damage.
Decaying devourer hits Orc necromancer for 144 physical damage.
Decaying devourer killed Forgery of Haze (orc necromancer)!
ONEarm is free from the ice.
Dread walks on a poison spore.
Bleeding from Decaying devourer hits Orc necromancer for 2 physical damage.
Bleeding from Decaying devourer hits Orc necromancer for 3 physical damage.
Dreadmaster casts Disperse Magic.
ONEarm deactivates Chaos Orbs.
Orc necromancer casts Invoke Darkness.
Saving game...