











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Skirmisher |
Level / Exp | 50 / 592% |
Size | medium |
Lifes / Deaths | Killed by Layoma the snow giant thunderer at level 22 on the 49th Haze 122nd year of Ascendancy at 08:54 / 3Killed by Vor, Grand Geomancer of the Pride at level 50 on the 63rd Haze 123rd year of Ascendancy at 19:26 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 63rd Haze 123rd year of Ascendancy at 19:31 |
Primary Stats
Strength | 88 (base 40) |
Dexterity | 128 (base 62) |
Constitution | 64 (base 40) |
Magic | 46 (base 16) |
Willpower | 76 (base 32) |
Cunning | 131 (base 60) |
Resources
Life | -300/1202 |
Stamina | 412/412 |
Healing Factor | 1.4893965053824 |
Regeneration | 27.209064571271 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12.167806812291 |
Infravision | 7 |
See Stealth | 75.823261821978 |
See Invisible | 75.823261821978 |
Offense: Mainhand
Damage | 232 |
Accuracy | 88 |
Crit Chance | 56% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Light | +17% |
Physical | +11% |
Blight | +29% |
Arcane | +16% |
Mind | +8% |
All | +2% |
Offense: Damage Penetration
Physical | +49% |
Fire | +19% |
Arcane | +29% |
Mind | +24% |
All | +9% |
Defense: Base
Armour (hardiness) | 60.333955552641 (100%) |
Defense | 89 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 46 |
Mental Save | 54 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 33%( 70%) |
All | + 18%( 70%) |
Lightning | + 32%( 70%) |
Light | + 31%( 70%) |
Physical | + 32%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 28%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 549 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 855 damage for 7 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 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 203 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: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Poisons | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by elder vampire. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Prox 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1503. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +2 Wil +5 Lck offense ------ Physical Crit +2.0% Spell Crit +2% Physical Power +4 (+1 eff.) Ignore resists +15% mind +6% physical When Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 * 23% chance to reduce damage dealt by 31% defense ------ Armor +1 Physical save +12 (+4 eff.) Mind save +6 (+2 eff.) Stealth +6 other ------- Mana/turn +0.17 Max mana +26.00 Max psi +20.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Rare] Arcane Weapon Damage 164% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +5.5% Capacity 45 Auto Reload 3 On-ranged-hit +20 mind +20 cold On-Hit, radius 1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 39 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 55 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 31.55 cold damage and 34.34 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +5 Con offense ------ Physical Power +20 (+4 eff.) Ignore resists +10% physical Ignore Armor +5 defense ------ Armor +7 Fatigue +3% Resistance +10% nature +21% acid Spell save +7 (+2 eff.) Life +79.00 Healmod +14% A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +8 Cun +5 Dex offense ------ Spell Crit +6% Spellpower +13 (+4 eff.) Accuracy +9 (+2 eff.) Ignore Armor +12 defense ------ Armor +3 other ------- Mana/turn +0.14 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% 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. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Critical power +15.00% Physical Power +30 (+6 eff.) Ignore Shields +30% Ignore Armor +4 When Hit 4 physical defense ------ Armor +6 Resistance +1% physical Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 704 Base Damage: 273 Armor: 30 All Resist: 18 Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +8 Mag +8 Wil +6 Cun +2 Con offense ------ Critical power +10.00% Spellpower +13 (+4 eff.) Damage +12% blight Ignore resists +10% fire defense ------ Crit Resistance 15.70% Spell save +18 (+6 eff.) other ------- Mana/turn +0.16 Max vim +40.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Str offense ------ On-Hit 17 physical On-Ranged-Hit 13 physical Damage +14% arcane +15% blight Ignore resists +20% arcane On-Hit (Melee): * 14% chance to reduce all saves and defense by 39 * 20% chance to reduce strength, dexterity, and constitution by 26 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 39 defense ------ Armor +10 Resistance +19% arcane other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 5.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Wil +13 Cun +8 Con offense ------ Move Speed +10% defense ------ Fatigue -8% Resistance +18% cold Crit Resistance 15.00% Spell save +9 (+3 eff.) Mind save +18 (+6 eff.) Unlife -80.00 life Life Regen +3.00 Disarm Resist +20% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +24% physical +9% all Accuracy +20 (+4 eff.) Ignore Armor +11 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 7.2 Power cost 21 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 86 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane/Psionic When used to Attack: Weapon Damage 180% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-hit +29 physical +14 light +18 darkness While equipped: Stats +5 Mag +6 Wil +7 Cun offense ------ Damage +15% light +11% darkness defense ------ Armor +10 Fatigue +8% Resistance +16% physical +16% light +15% darkness Windwall +60 Slow Projectiles +25% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +4 Str +6 Dex +3 Mag +3 Wil +5 Con offense ------ Physical Power +20 (+4 eff.) Accuracy +10 (+2 eff.) When Hit 8 fire defense ------ Defense +18 (+4 eff.) Resistance +12% fire other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Rare] Arcane While equipped: Stats +8 Str +8 Mag +8 Wil offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +8% Physical Power +22 (+4 eff.) Spellpower +18 (+6 eff.) Mindpower +51 (+12 eff.) Damage +6% mind +9% physical Accuracy +15 (+3 eff.) When Hit 4 mind defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +17% lightning Physical save +15 (+5 eff.) Mind save +6 (+2 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -476 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1071 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 994% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 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 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 5 lightning, 4 physical, 3 darkness, 5 cold, 4 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 124.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 415.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 338.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 345.98 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 7 times. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 5 times. 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 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +6 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +12 Dex +9 Mag +15 Wil +4 Con defense ------ Resistance +21% fire other ------- Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun +5 Str offense ------ Physical Crit +3.0% Critical power +10.00% Damage +21% light Ignore resists +15% fire defense ------ Unlife -80.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +13 (+4 eff.) Life +52.00 Life Regen +6.00 other ------- Masteries +0.37 Technique/Buckler Training +0.37 Technique/Combat training Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +8 Con offense ------ Accuracy +15 (+3 eff.) When Hit 10 lightning defense ------ Defense +20 (+4 eff.) Physical save +9 (+3 eff.) Spell save +10 (+3 eff.) Mind save +8 (+3 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% lightning +15% cold defense ------ Resistance +15% lightning +15% light Physical save +9 (+3 eff.) Spell save +15 (+5 eff.) Unlife -60.00 life Life +100.00 Life Regen +7.00 Stun Resist +42% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Life +54.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Cun +6 Mag offense ------ Spellpower +10 (+3 eff.) defense ------ Life +62.00 Life Regen +11.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +6 Dex offense ------ Accuracy +22 (+5 eff.) Ignore Armor +11 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Con offense ------ Critical power +5.00% Physical Power +21 (+4 eff.) Damage +6% physical +18% fire Accuracy +15 (+3 eff.) defense ------ Armor +6 Resistance +13% blight +36% fire +12% nature Poison Resist +26% Disease Resist +26% other ------- Stamina/turn +3.06 EQ when Hit +0.04 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Con offense ------ Physical Power +25 (+5 eff.) When Hit 10 fire defense ------ Resistance +15% acid +2% physical Unlife -60.00 life Silence Resist +50% Disarm Resist +21% Stun Resist +21% other ------- Stamina/turn +3.00 Mana/turn +0.28 Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane/Master Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +13.00% Spellpower +15 (+5 eff.) Damage +30% lightning defense ------ Armor +6 Defense +8 (+2 eff.) other ------- Wards +2 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +13% Critical power +16.00% Spellpower +23 (+7 eff.) Damage +30% fire other ------- Max mana +62.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +24 (+7 eff.) On-Hit 28 fire Damage +30% fire defense ------ Armor +10 Defense +9 (+2 eff.) other ------- See Invisibility +10 Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Arcane Weapon Damage 171% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +21 light Damage Against +9% Undead On-Hit, radius 1 +19 fire Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +19 Con +12 Wil offense ------ Ignore resists +14% physical Accuracy +24 (+5 eff.) Ignore Armor +20 defense ------ Life +143.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 186% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Physical Power +14 (+3 eff.) Ignore resists +16% physical defense ------ Disarm Resist +30% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 10% Mag, 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+6 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +4 cold On Critical: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: offense ------ Ignore resists +10% cold +26% physical Accuracy +49 (+10 eff.) Ignore Armor +26 defense ------ Armor +8 Resistance +6% cold Physical save +12 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 161% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +21 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Disrupt/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Damage Against +14% Unnatural While equipped: Stats +4 Wil offense ------ Ignore resists +10% physical Accuracy +17 (+4 eff.) Ignore Armor +15 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con offense ------ Physical Crit +11.0% Physical Power +15 (+3 eff.) Ignore resists +13% physical defense ------ Disarm Resist +21% Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +20 light While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +13 Cun +13 Con offense ------ Ignore resists +25% light defense ------ Armor +8 Resistance +15% acid +12% fire +12% mind Healmod +15% Confus Resist +20% One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 143% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Normal] Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) defense ------ Life +43.00 Life Regen +1.10 other ------- 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 Encumbrance T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 4.5 Power cost 6 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 fire On-Hit, radius 1 +12 lightning While equipped: offense ------ Damage +21% fire +6% darkness +22% physical On-Hit (Ranged): * 20 arcane resource burn * 20% chance to reduce damage dealt by 31% defense ------ Resistance +5% arcane other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +51 fire While equipped: offense ------ Global Speed +7% Ignore resists +9% all +13% fire Accuracy +10 (+2 eff.) Ignore Armor +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +3 Str offense ------ Physical Crit +12.0% Physical Power +13 (+2 eff.) Accuracy +13 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Master Weapon Damage 185% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 23 On-ranged-hit +12 acid +20 blight On-Hit, radius 1 +20 blight +8 temporal +20 acid On-crit, radius 2 +20 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 26 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane Weapon Damage 151% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.0% Capacity 44 Auto Reload 5 On-ranged-hit +5 light Damage Against +7% Undead Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Psionic Weapon Damage 155% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 Auto Reload 4 On-ranged-hit +30 physical +12 mind +17 cold On-crit, radius 2 +16 mind On Hit: 20% Netherblast level 4 On Hit: * 20% chance to reduce all saves and defense by 39 * 20% chance to knock the target back 3 spaces and deal 263 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +40 lightning +12 physical On-Hit, radius 1 +20 lightning On-crit, radius 2 +26 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 177% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +20 mind +20 cold On-Hit, radius 1 +20 mind +20 cold On-crit, radius 2 +20 fire Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 178% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +205 On-hit +20 blight While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +6% Damage +6% acid Ignore resists +10% acid On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +10 Fatigue +8% Resistance +6% acid other ------- Mana-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +19 (+6 eff.) Spellpower/crit +5 Damage +6% blight +28% temporal When Hit 8 light defense ------ Resistance +28% temporal +9% light +15% all Spell save +26 (+9 eff.) Silence Resist +50% other ------- Max mana +80.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +18 (+6 eff.) Damage +15% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Spellpower +16 (+5 eff.) Mindpower +4 (+1 eff.) Damage +18% all defense ------ Resistance +15% all Mind save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T3 light armor [Rare] Arcane/Nature/Master While equipped: Stats +6 Str +7 Dex +6 Mag +6 Wil +6 Cun +2 Con offense ------ Physical Crit +8.0% defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +3% mind +9% fire Life +50.00 Disease Resist +20% Silence Resist +20% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature/Disrupt While equipped: offense ------ On-Hit 10 fire On-Ranged-Hit 9 fire defense ------ Armor +23 Defense +20 (+4 eff.) Fatigue +8% Resistance +13% blight +25% fire +12% nature +30% physical Resist Against +11% Unnatural A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats +8 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +23% Resistance +9% fire -18% light +13% darkness Physical save +8 (+3 eff.) Spell save +7 (+2 eff.) Mind save +10 (+4 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Arcane While equipped: Stats +9 Str +3 Mag +6 Wil offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +5% Physical Power +18 (+3 eff.) Spellpower +18 (+6 eff.) Mindpower +23 (+5 eff.) On-Hit 20 acid 16 fire When Hit 13 acid 12 fire defense ------ Armor +16 Fatigue +22% Resistance +23% acid +20% fire +15% lightning A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +3.0% defense ------ Armor +10 Defense +13 (+3 eff.) Resistance +3% nature Physical save +9 (+3 eff.) Stealth +10 Poison Resist +20% Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +9 Str +4 Wil +4 Cun +3 Con offense ------ Mind Crit +6% Ignore Armor +11 defense ------ Defense +17 (+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 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Silence Resist +26% Confus Resist +36% Stun Resist +32% other ------- Stamina/turn +0.60 Max stamina +15.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +6 Cun +4 Con offense ------ Damage +18% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Resistance +9% lightning Disengage: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +6 Dex +9 Mag +12 Cun defense ------ Armor +17 Resistance +10% light +10% darkness Blind Resist +20% Confus Resist +20% Knockbk Resist +20% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 14 turn cooldown Effective talent level: 2.5 Power cost 14 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 108.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +6 Mag +5 Wil +5 Cun +5 Con offense ------ Spell Crit +4% On-Hit 12 acid Damage +7% acid Ignore resists +5% light defense ------ Armor +3 Resistance +10% acid +3% lightning +8% light +10% darkness Disarm Resist +45% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Light +3 Infravision +1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 14 turn cooldown Effective talent level: 2.5 Power cost 14 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 108.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +13 Con offense ------ Physical Crit +16.0% Spell Crit +11% Mind Crit +19% Critical power +10.00% defense ------ Armor +19 Hardiness +11% Resistance +9% physical 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 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +8 Str +4 Dex +4 Cun +4 Con defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +1 Mag +7 Cun +2 Con offense ------ Mind Crit +5% Mindpower +5 (+1 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) When Hit: * 28% chance to reduce strength, dexterity, and constitution by 26 * 39% chance to reduce damage dealt by 31% defense ------ Defense +3 (+1 eff.) Resistance +15% temporal Crit Resistance 5.00% Shield Power +12% Mind save +12 (+4 eff.) Life Regen +3.90 other ------- Psi/turn +0.33 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Dex +9 Cun offense ------ Accuracy +6 (+1 eff.) When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +5% Resistance +16% darkness other ------- Infravision +5 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +3 Con defense ------ Armor +5 Fatigue +5% Resistance +8% nature Physical save +11 (+4 eff.) Spell save +6 (+2 eff.) Mind save +8 (+3 eff.) Life +70.00 Healmod +15% Battle Cry: Puts all charms on 19 turn cooldown Effective talent level: 3.5 Power cost 19 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance 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 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Wil +5 Cun +3 Con offense ------ Physical Crit +8.0% Damage +9% cold defense ------ Resistance +12% nature other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight +8% darkness other ------- Light +7 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 21 turn cooldown Effective talent level: 2.5 Power cost 21 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 41 blight damage or heals 48 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +6.0% Physical Power +31 (+6 eff.) Damage +15% light +15% lightning Accuracy +30 (+6 eff.) When Hit 10 light defense ------ Armor +12 Resistance +15% darkness Affinity +5% light other ------- Light +8 Sun Flare: Puts all charms on 21 turn cooldown Effective talent level: 4.5 Power cost 21 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 197.73 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+1 eff.) defense ------ Mind save +10 (+4 eff.) other ------- Light +5 See Stealth +12 See Invisibility +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 17 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 149.51 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 149.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 68 power out of 100/100 The very essence of bearness! |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 68 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +8 Str +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Fatigue -7% Resistance +3% mind Life +51.00 other ------- Max stamina +44.00 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +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 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +9 Dex +10 Mag +4 Wil +5 Cun other ------- See Invisibility +12 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 394 physical damage Puts all charms on 11 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +7% Critical power +10.00% Ignore resists +10% mind defense ------ Resistance +6% nature +6% fire Crit Resistance 15.84% Life +105.59 Poison Resist +20% Disease Resist +21% Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1320 Base Damage: 560 Armor: 50 All Resist: 50 Puts all charms on 17 turn cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Kovin the Cornac Skirmisher level 32
44th Regrowth 123rd year of Ascendancy at 03:12 see stats
By Kovin the Cornac Skirmisher level 20
34th Haze 122nd year of Ascendancy at 08:10 see stats
By Kovin the Cornac Skirmisher level 31
42nd Regrowth 123rd year of Ascendancy at 08:48 see stats
By Kovin the Cornac Skirmisher level 36
16th Pyre 123rd year of Ascendancy at 05:35 see stats
By Kovin the Cornac Skirmisher level 48
39th Haze 123rd year of Ascendancy at 04:06 see stats
By Kovin the Cornac Skirmisher level 35
13rd Pyre 123rd year of Ascendancy at 06:22 see stats
By Kovin the Cornac Skirmisher level 43
2nd Dusk 123rd year of Ascendancy at 10:20 see stats
By Kovin the Cornac Skirmisher level 15
10th Haze 122nd year of Ascendancy at 14:10 see stats
By Kovin the Cornac Skirmisher level 50
61st Haze 123rd year of Ascendancy at 12:32 see stats
By Kovin the Cornac Skirmisher level 39
40th Pyre 123rd year of Ascendancy at 16:29 see stats
By Kovin the Cornac Skirmisher level 33
56th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Kovin the Cornac Skirmisher level 50
48th Haze 123rd year of Ascendancy at 18:33 see stats
By Kovin the Cornac Skirmisher level 44
12nd Dusk 123rd year of Ascendancy at 00:42 see stats
By Kovin the Cornac Skirmisher level 38
29th Pyre 123rd year of Ascendancy at 02:41 see stats
By Kovin the Cornac Skirmisher level 24
63rd Haze 122nd year of Ascendancy at 19:03 see stats
By Kovin the Cornac Skirmisher level 19
30th Haze 122nd year of Ascendancy at 13:47 see stats
By Kovin the Cornac Skirmisher level 23
50th Haze 122nd year of Ascendancy at 08:42 see stats
By Kovin the Cornac Skirmisher level 33
55th Regrowth 123rd year of Ascendancy at 23:24 see stats
By Kovin the Cornac Skirmisher level 50
47th Haze 123rd year of Ascendancy at 00:03 see stats
By Kovin the Cornac Skirmisher level 20
34th Haze 122nd year of Ascendancy at 07:42 see stats
By Kovin the Cornac Skirmisher level 48
44th Haze 123rd year of Ascendancy at 22:52 see stats
By Kovin the Cornac Skirmisher level 41
76th Pyre 123rd year of Ascendancy at 11:15 see stats
By Kovin the Cornac Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 20:41 see stats
By Kovin the Cornac Skirmisher level 20
31st Haze 122nd year of Ascendancy at 03:44 see stats
By Kovin the Cornac Skirmisher level 30
38th Regrowth 123rd year of Ascendancy at 06:38 see stats
By Kovin the Cornac Skirmisher level 40
55th Pyre 123rd year of Ascendancy at 18:33 see stats
By Kovin the Cornac Skirmisher level 50
46th Haze 123rd year of Ascendancy at 22:58 see stats
By Kovin the Cornac Skirmisher level 45
44th Dusk 123rd year of Ascendancy at 11:51 see stats
By Kovin the Cornac Skirmisher level 50
56th Haze 123rd year of Ascendancy at 03:26 see stats
By Kovin the Cornac Skirmisher level 43
2nd Dusk 123rd year of Ascendancy at 14:04 see stats
By Kovin the Cornac Skirmisher level 25
64th Haze 122nd year of Ascendancy at 00:25 see stats
By Kovin the Cornac Skirmisher level 34
56th Regrowth 123rd year of Ascendancy at 13:46 see stats
By Kovin the Cornac Skirmisher level 20
34th Haze 122nd year of Ascendancy at 08:10 see stats
By Kovin the Cornac Skirmisher level 18
26th Haze 122nd year of Ascendancy at 12:48 see stats
By Kovin the Cornac Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 00:54 see stats
By Kovin the Cornac Skirmisher level 20
34th Haze 122nd year of Ascendancy at 08:10 see stats
By Kovin the Cornac Skirmisher level 45
46th Dusk 123rd year of Ascendancy at 13:40 see stats
By Kovin the Cornac Skirmisher level 50
55th Haze 123rd year of Ascendancy at 23:45 see stats
By Kovin the Cornac Skirmisher level 12
2nd Flare 122nd year of Ascendancy at 22:36 see stats
By Kovin the Cornac Skirmisher level 40
70th Pyre 123rd year of Ascendancy at 02:42 see stats
By Kovin the Cornac Skirmisher level 45
46th Dusk 123rd year of Ascendancy at 00:53 see stats
By Kovin the Cornac Skirmisher level 27
77th Haze 122nd year of Ascendancy at 15:47 see stats
By Kovin the Cornac Skirmisher level 18
29th Haze 122nd year of Ascendancy at 04:53 see stats
By Kovin the Cornac Skirmisher level 22
49th Haze 122nd year of Ascendancy at 08:54 see stats
By Kovin the Cornac Skirmisher level 30
41st Regrowth 123rd year of Ascendancy at 11:25 see stats
Log
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Kovin for 79 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Kovin for (131 absorbed), 0 fire (0 total damage).
Kovin uses Tumble.
Talent Noggin Knocker is ready to use.
Kovin's Counter Shot performs a ranged critical strike against Vor, Grand Geomancer of the Pride!
Kovin shrugs off the effect 'Dazzled'!
Vor, Grand Geomancer of the Pride's Mirror Image is disrupted by his wounds!
Vor, Grand Geomancer of the Pride HEALS from cold damage!
Kovin's Counter Shot hits Vor, Grand Geomancer of the Pride for 340 physical, (10 ignored), 0 physical, 12 mind, 4 cold, 31 healing (357 total damage) [32 healing].
Phantasmal Shield hits Kovin for 110 light damage.
Vor, Grand Geomancer of the Pride casts Phase Door.
Vor, Grand Geomancer of the Pride receives 37 healing from Temporal Restoration Field.
Thunderstorm hits Kovin for 40 lightning damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 8 fire damage.
Lava floor burns Kovin!
Lava floor hits Kovin for 80 fire damage.
Talent Rune: Shielding is ready to use.
Vor, Grand Geomancer of the Pride casts Glacial Vapour.
Something hits Kovin for 1053 fire damage.
Vor, Grand Geomancer of the Pride is no longer inspired.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride receives 37 healing from Temporal Restoration Field.
Thunderstorm hits Kovin for 38 lightning damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 8 fire damage.
LIFE LOST WARNING!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Kovin for 153 fire damage.
Kovin the level 50 skeleton skirmisher was slowly cooked to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.