








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ToME Russian translation (Русский перевод) 1.7.4This addon translates ToME to Russian language. Это дополнение обеспечивает перевод игры на русский язык. На текущий момент переведено: Tales of Maj'Eyal: Age of Ascendancy (основная игра) – 100%; Данное дополнение создаётся в качестве литературного перевода, призванного передать дух игры. Работа авторами ведётся полностью самостоятельно, без использования труда третьих лиц. КАК УСТАНОВИТЬ: КАК ВКЛЮЧИТЬ РУССКИЙ ЯЗЫК В ИГРЕ: После этого игра перезапустит текущего персонажа. Отныне для этого и всех новых персонажей игра будет на русском языке. Новое в версии 1.3.0: – Завершён перевод официального дополнения Forbidden Cults; Перевод всего контента игры завершён. Дальнейшие обновления будут выходить по мере появления нового контента в самой игре или накопления значительного количества правок. Если Вы столкнулись с ошибками в переводе, у Вас есть предложения или Вы просто хотите оставить отзыв, оставьте комментарий ниже, напишите сообщение на канале "Перевод" русскоязычного discord по Tales of Maj'Eyal ( https://discord.gg/gNq4UC7 ) или посетите страницу форума ( https://forums.te4.org/viewtopic.php?f=50&t=53239 ). P.S. This addon wouldn't be possible without translation tools provided by the most amazing person - OtowaKotori. And thanks to DG, he's fine too! ;-) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 50 / 2918% |
Size | medium |
Lifes / Deaths | Killed by Gloresenn the corrupted dendritic hemospinner at level 31 on the 10th Decay 122nd year of Ascendancy at 13:01 0 / 9Killed by Arovena the Storm Terror at level 50 on the 31st Dusk 124th year of Ascendancy at 01:53 Killed by Sleeping Aeranne at level 50 on the 1st Wintertide 125th year of Ascendancy at 17:51 Killed by The One That Hunts at level 50 on the 42nd Regrowth 125th year of Ascendancy at 07:01 Killed by Aditha the orc pyromancer at level 50 on the 46th Regrowth 125th year of Ascendancy at 00:32 Killed by The One That Hunts at level 50 on the 46th Regrowth 125th year of Ascendancy at 13:55 Killed by Argoniel at level 50 on the 46th Regrowth 125th year of Ascendancy at 18:52 Killed by Elandar at level 50 on the 47th Regrowth 125th year of Ascendancy at 02:51 Killed by Elandar at level 50 on the 47th Regrowth 125th year of Ascendancy at 02:56 |
Primary Stats
Strength | 44 (base 13) |
Dexterity | 66 (base 34) |
Constitution | 74 (base 60) |
Magic | 155 (base 60) |
Willpower | 71 (base 16) |
Cunning | 86 (base 60) |
Resources
Life | -1202/897 |
Mana | 870/877 |
Soul | 21/21 |
Healing Factor | 1.3951680505322 |
Regeneration | 0.34879201263305 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 69.83100627644 |
See Invisible | 81.83100627644 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 65 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 101 |
Crit Chance | 77% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Blight | +37% |
Arcane | +32% |
Cold | +77% |
All | +2% |
Darkness | +10% |
Light | +16% |
Temporal | +9% |
Physical | +11% |
Mind | +35% |
Fire | +46% |
Lightning | +32% |
Offense: Damage Penetration
Lightning | +50% |
Darkness | +40% |
Cold | +75% |
Blight | +45% |
Acid | +45% |
Mind | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 11 (48.304188961773%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 51 |
Mental Save | 52 |
Defense: Resistances
Acid | + 43%( 70%) |
Arcane | + 32%( 70%) |
Mind | + 37%( 70%) |
All | + 28%( 70%) |
Darkness | + 45%( 70%) |
Light | + 30%( 70%) |
Temporal | + 34%( 70%) |
Fire | + 54%( 70%) |
Cold | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 33% |
Confusion Resistance | 33% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 799 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 187 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 900 damage for 8 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1726% for 10 turns (271 total) and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.68 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.68 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Veloda the master vampire. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emakira the white wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Yviyatha the barrow wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Mayarethra the snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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: 4464. | 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. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +30 (+5 eff.) Melee Ret 6 arcane ----- def ----- Armour +3 Silence- +37% Confus- +33% Stun/Frz- +33% ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Max.mana +40.00 Max.vim +50.00 Light +3 A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +7 Mag dps ---------- Crit.mult +5.00% Spell.pwr +7 (+1 eff.) Res.pen +15% darkness ----- def ----- Defense +8 (+2 eff.) Resists +7% cold +5% temporal Phys.save +14 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+5 eff.) Def/telep +11 Res/telep +12% Dur/telep +13% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +10 Dex +3 Mag +6 Wil +6 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% cold +9% mind +9% light Res.pen +20% mind +25% cold ----- def ----- Resists +12% mind +3% temporal +23% darkness +6% arcane Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% physical Acc +17 (+5 eff.) Apr +10 ----- def ----- Defense +37 (+8 eff.) Resists +3% light +6% fire Blind- +50% Silence- +50% Teleport- +20% ---------- misc Mana/turn +0.24 Infravis +6 See.Stealth +10 See.Invis +22 Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 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 178% 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! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil +14 Mag dps ---------- S.pwr/crit +8 Res.pen +20% blight +20% acid ----- def ----- Resists +12% fire +12% cold Mind.save +15 (+5 eff.) Max.HP +107.00 ---------- misc Mana/turn +0.55 Max.mana +49.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Melee+ 9 acid 5 fire 7 cold 10 lightning Dmg.mod +24% mind +15% cold Res.pen +25% lightning +25% cold Melee Ret 6 mind ----- def ----- Armour +3 Resists +18% fire ---------- misc Equi/ret +0.12 Psi/ret +0.24 Max.hate +6.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 11 out of 12/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +17 Mag +18 Wil dps ---------- Spell.pwr +40 (+7 eff.) S.pwr/crit +13 ----- def ----- Defense +3 (+1 eff.) Resists +21% acid ---------- misc Mana/turn +0.20 Vim/s.crit +2.69 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +3 Wil +1 Cun dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +14 (+2 eff.) Dmg.mod +7% temporal +5% light +13% blight +14% fire +6% physical +8% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Masteries +0.38 Spell/Dreadmaster +0.38 Spell/Master of bones Amulets make your neck look great! |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 67.64 physical damage and 124.30 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] 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 create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 darkness, 5 light, 5 fire, 5 mind, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 875 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 348 damage for 3 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 4 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 515 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 26 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (201). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Con ----- def ----- Defense +30 (+6 eff.) Resists +9% light +6% fire Phys.save +17 (+7 eff.) Spell.save +18 (+6 eff.) Max.HP +48.00 HP.reg +9.00 Blind- +20% Silence- +20% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +12% lightning +6% arcane Res.pen +5% arcane Melee Ret 4 arcane ----- def ----- Fatigue -4% Resists +24% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag +6 Wil dps ---------- Spell.crit +2% Dmg.mod +15% light ----- def ----- Fatigue -9% Resists +30% light Silence- +40% ---------- misc Max.enc +31 Mana/turn +0.26 Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Cun +10 Con dps ---------- Crit.mult +5.00% Phys.pwr +28 (+11 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +20% fire +15% mind +8% all Res.pen +10% temporal Melee Ret 6 temporal ----- def ----- Resists +6% arcane +40% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Dex +8 Mag +7 Wil +3 Con dps ---------- Crit.mult +10.00% Spell.pwr +15 (+2 eff.) Dmg.mod +21% physical +12% cold Melee Ret 6 cold ----- def ----- Resists +15% blight ---------- misc Stam/turn +3.13 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex dps ---------- Phys.pwr +20 (+9 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +7% all Res.pen +5% lightning Acc +18 (+6 eff.) Apr +1 ----- def ----- Resists +21% blight +3% temporal +15% nature +2% physical Max.HP +140.00 HP.reg +1.60 Heal.mod +30% Poison- +30% Disease- +19% Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +9 Mag +6 Wil dps ---------- Spell.pwr +11 (+2 eff.) Melee+ 13 light Ranged+ 19 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Mag +3 Cun +5 Con dps ---------- Melee+ 8 physical Ranged+ 8 physical Dmg.mod +10% lightning +10% fire +10% cold On Hit (Melee): * 11% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Bleeding Edge: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +79 fire While equipped: dps ---------- All.spd +10% Res.pen +19% fire Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Psionic Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +14 fire On Hit: * Create an explosion dealing 151 cold damage (1/turn) While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Dmg.mod +6% lightning +20% cold +15% fire Res.pen +10% lightning +20% cold Acc +16 (+5 eff.) ----- def ----- Resists +3% lightning Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +22 fire While equipped: dps ---------- Phys.crit +7.0% Crit.mult +14.00% All.spd +3% Res.pen +9% fire Apr +7 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +9 Cun +9 Con dps ---------- Res.pen +11% all Acc +17 (+5 eff.) Apr +11 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 82.5 - 132.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +40 lightning +51 cold While equipped: dps ---------- Mov.spd +66% Res.pen +28% lightning +35% cold Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +11.0% Acc +18 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 151 damage While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Mag +16 Wil +20 Cun dps ---------- Phys.crit +13.0% Spell.crit +5% Spell.pwr +25 (+4 eff.) S.pwr/crit +20 Melee+ 43 arcane Dmg.mod +21% lightning +30% cold +6% nature Res.pen +15% lightning +5% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +6% nature +15% lightning ---------- misc Max.mana +89.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +32 (+5 eff.) Melee+ 35 fire Dmg.mod +3% nature +39% cold Res.pen +15% nature Phasing +30% Melee Ret 2 nature ----- def ----- Defense +25 (+5 eff.) Resists +3% cold +6% mind +6% nature Shield.pwr +15% ---------- misc Mana/turn +0.30 Max.mana +80.00 See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Cun +5 Con dps ---------- Spell.crit +20% Crit.mult +18.00% Spell.pwr +23 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Defense +12 (+3 eff.) Resists +6% acid +12% temporal +3% cold Crit.chn- 10.00% HP.reg +1.50 Heal.mod +23% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 3.5 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 257.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Spell.crit +20% Crit.mult +20.00% Spell.pwr +23 (+4 eff.) Dmg.mod +30% darkness Res.pen +15% darkness Phasing +30% ----- def ----- Defense +22 (+5 eff.) Shield.pwr +20% Mind.save +21 (+7 eff.) ---------- misc Hate/m.crit +5.00 Infravis +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones 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 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +7 Mag dps ---------- Spell.crit +5% Spell.pwr +65 (+11 eff.) S.pwr/crit +8 Dmg.mod +30% lightning +12% arcane Res.pen +20% blight On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Crit.chn- 20.40% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/turn +0.39 Max.mana +226.01 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Arcane Power 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 151 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% all Acc +25 (+8 eff.) Apr +14 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% darkness Res.pen +25% physical +20% cold ----- def ----- Resists +7% fire +10% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +7 Cun dps ---------- Dmg.mod +25% darkness +9% light Res.pen +20% darkness ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Phys.save +18 (+7 eff.) Mind.save +24 (+8 eff.) Stealth +25 Die.at -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +7% Dmg.mod +24% temporal +15% fire Res.pen +25% temporal +26% fire +26% cold ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% acid +10% arcane +9% blight Res.pen +10% arcane ----- def ----- Defense +2 (+1 eff.) Resists +12% acid ---------- misc Max.mana +155.00 Max.vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +6% Dmg.mod +6% blight Melee Ret 6 arcane ----- def ----- Armour +11 Defense +18 (+4 eff.) Phys.save +23 (+9 eff.) Spell.save +29 (+9 eff.) Mind.save +34 (+11 eff.) ---------- misc Max.vim +10.00 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++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +8% ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+3 eff.) ---------- misc Max.mana +56.00 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 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +9 Mag +7 Wil +3 Cun +8 Con dps ---------- Phys.crit +4.0% Dmg.mod +22% lightning +23% physical +30% nature +42% cold ----- def ----- Resists +13% lightning +45% cold +2% physical +15% all Poison- +42% Disease- +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil +2 Cun dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +9% Crit.mult +6.00% Spell.pwr +4 (+1 eff.) Mind.pwr +15 (+5 eff.) Melee+ 8 arcane Dmg.mod +9% arcane +3% mind ----- def ----- Armour +2 Fatigue +3% Resists +8% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 19 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% cold Acc +10 (+3 eff.) ----- def ----- Armour +3 Defense +25 (+5 eff.) Resists +15% darkness +18% cold Phys.save +10 (+4 eff.) Mind.save +18 (+6 eff.) Die.at -80.00 life Max.HP +60.00 Disarm- +50% 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 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +15% darkness +12% mind Res.pen +25% cold Melee Ret 6 darkness ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.12 Max.hate +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +9 Str +5 Dex +5 Cun dps ---------- Res.pen +5% cold Apr +7 ----- def ----- Armour +13 Fatigue +5% Resists +6% lightning +3% cold Max.HP +40.00 Disease- +20% Silence- +10% Confus- +20% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +8 Mag dps ---------- Dmg.mod +6% fire Melee Ret 6 acid ----- def ----- Defense +1 (+1 eff.) Resists +6% acid ---------- misc Equi/ret +1.00 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +2 Cun +5 Con dps ---------- Res.pen +10% temporal ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +12% temporal Phys.save +15 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +12% Resists +13% acid +13% physical +13% cold +13% lightning +13% fire A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Resists +14% light +14% darkness Phys.save +9 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +26% lightning +18% light +20% darkness A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +9 Cun ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +67.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% fire HP.reg +8.00 ---------- misc Stam/turn +2.40 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Master While equipped: dps ---------- Crit.mult +15.00% Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 30 ----- def ----- Armour +25 Fatigue +12% Resists +29% lightning +3% temporal +9% light +6% fire +29% acid Phys.save +15 (+6 eff.) Cut- +10% A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +11 Mag +11 Cun dps ---------- Dmg.mod +20% light +13% darkness Melee Ret 31 fire ----- def ----- Armour +10 Fatigue +8% Resists +20% fire +19% light +20% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +6 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 20 Ranged+ +20 cold +48 physical On Hit.r1 +12 acid +16 cold On Crit.r2 +24 cold On Hit: 20% Curse of Death 5 On Hit: * 10% chance to reduce armor by 50% * 20% chance to knock the target back 3 spaces and deal 193 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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 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 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 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. |
![]() 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 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 58 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 58 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 100.70 cold damage and 63.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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. |
![]() 0.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +2 Con dps ---------- Spell.pwr +13 (+2 eff.) ----- def ----- Armour +6 Resists +15% blight +2% physical +6% darkness +3% lightning HP.reg +14.00 Knockbk- +10% ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +9% cold Res.pen +15% cold Melee Ret 2 mind ----- def ----- Resists +3% mind +3% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% cold Res.pen +25% cold +10% temporal Melee Ret 10 temporal ----- def ----- Resists +5% arcane +6% temporal Mind.save +9 (+3 eff.) ---------- misc Light +4 See.Stealth +14 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex +2 Mag +1 Wil ----- def ----- Resists +3% fire Phys.save +7 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Light +10 See.Stealth +18 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 6 cooldown Level 5.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 331.85 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +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 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 Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +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 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Spell.crit +4% Spell.pwr +32 (+5 eff.) Dmg.mod +9% physical Apr +8 ----- def ----- Resists +12% fire Heal.mod +21% Knockbk- +21% Heal yourself and all friendly characters within 10 spaces for 548 Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 3. 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 T1 wand charm [Rare] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Melee Ret 10 acid ---------- misc Light +3 Fire a magical bolt dealing 145 lightning damage Puts all charms on 11 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Melee Ret 4 fire ----- def ----- Resists +30% fire +6% light +20% nature Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 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 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By GOT the Skeleton Necromancer level 38
5th Mirth 123rd year of Ascendancy at 00:49 see stats
By GOT the Skeleton Necromancer level 50
10th Decay 124th year of Ascendancy at 20:06 see stats
By GOT the Skeleton Necromancer level 38
64th Pyre 123rd year of Ascendancy at 01:30 see stats
By GOT the Skeleton Necromancer level 43
20th Haze 123rd year of Ascendancy at 15:11 see stats
By GOT the Skeleton Necromancer level 50
20th Pyre 124th year of Ascendancy at 22:43 see stats
By GOT the Skeleton Necromancer level 41
54th Dusk 123rd year of Ascendancy at 08:30 see stats
By GOT the Skeleton Necromancer level 14
15th Dusk 122nd year of Ascendancy at 09:59 see stats
By GOT the Skeleton Necromancer level 44
32nd Haze 123rd year of Ascendancy at 16:53 see stats
By GOT the Skeleton Necromancer level 40
41st Dusk 123rd year of Ascendancy at 05:57 see stats
By GOT the Skeleton Necromancer level 30
6th Decay 122nd year of Ascendancy at 15:15 see stats
By GOT the Skeleton Necromancer level 30
7th Decay 122nd year of Ascendancy at 21:59 see stats
By GOT the Skeleton Necromancer level 22
44th Haze 122nd year of Ascendancy at 23:16 see stats
By GOT the Skeleton Necromancer level 33
14th Pyre 123rd year of Ascendancy at 04:19 see stats
By GOT the Skeleton Necromancer level 39
37th Dusk 123rd year of Ascendancy at 23:10 see stats
By GOT the Skeleton Necromancer level 50
17th Regrowth 125th year of Ascendancy at 18:45 see stats
By GOT the Skeleton Necromancer level 44
33rd Haze 123rd year of Ascendancy at 02:31 see stats
By GOT the Skeleton Necromancer level 50
10th Haze 124th year of Ascendancy at 16:35 see stats
By GOT the Skeleton Necromancer level 27
72nd Haze 122nd year of Ascendancy at 18:44 see stats
By GOT the Skeleton Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 21:57 see stats
By GOT the Skeleton Necromancer level 20
41st Haze 122nd year of Ascendancy at 00:01 see stats
By GOT the Skeleton Necromancer level 30
2nd Decay 122nd year of Ascendancy at 21:38 see stats
By GOT the Skeleton Necromancer level 40
39th Dusk 123rd year of Ascendancy at 18:23 see stats
By GOT the Skeleton Necromancer level 50
64th Regrowth 124th year of Ascendancy at 14:41 see stats
By GOT the Skeleton Necromancer level 50
10th Decay 124th year of Ascendancy at 14:14 see stats
By GOT the Skeleton Necromancer level 50
78th Haze 124th year of Ascendancy at 15:29 see stats
By GOT the Skeleton Necromancer level 43
29th Haze 123rd year of Ascendancy at 23:56 see stats
By GOT the Skeleton Necromancer level 17
3rd Haze 122nd year of Ascendancy at 17:57 see stats
By GOT the Skeleton Necromancer level 41
41st Dusk 123rd year of Ascendancy at 11:06 see stats
By GOT the Skeleton Necromancer level 13
5th Dusk 122nd year of Ascendancy at 15:03 see stats
By GOT the Skeleton Necromancer level 12
1st Dusk 122nd year of Ascendancy at 19:57 see stats
By GOT the Skeleton Necromancer level 50
2nd Flare 124th year of Ascendancy at 13:05 see stats
By GOT the Skeleton Necromancer level 32
66th Regrowth 123rd year of Ascendancy at 20:08 see stats
By GOT the Skeleton Necromancer level 50
29th Dusk 124th year of Ascendancy at 07:43 see stats
By GOT the Skeleton Necromancer level 12
9th Flare 122nd year of Ascendancy at 13:23 see stats
By GOT the Skeleton Necromancer level 50
80th Regrowth 124th year of Ascendancy at 04:15 see stats
By GOT the Skeleton Necromancer level 46
72nd Haze 123rd year of Ascendancy at 23:08 see stats
By GOT the Skeleton Necromancer level 22
45th Haze 122nd year of Ascendancy at 13:57 see stats
By GOT the Skeleton Necromancer level 16
63rd Dusk 122nd year of Ascendancy at 05:24 see stats
By GOT the Skeleton Necromancer level 50
47th Regrowth 125th year of Ascendancy at 02:51 see stats
By GOT the Skeleton Necromancer level 37
63rd Pyre 123rd year of Ascendancy at 02:06 see stats
Log
Elandar's Fireflash hits Xorn for 610 fire damage.
Elandar's Fireflash hits GOT for (22 flat reduction), 336 fire (336 total damage).
GOT's spell attains critical power!
GOT is surging arcane power.
GOT unleashes a blast of frostdusk as he crosses the veil!
GOT hits The One That Hunts for 0 cold, 0 darkness (0 total damage).
Burning Shock from Elandar hits GOT for (22 flat reduction), 21 fire (21 total damage).
Call of the Crypt is still on cooldown for 4 turns.
The One That Hunts casts Twisted Evolution.
Talent Chill of the Tomb is ready to use.
Talent Flame is ready to use.
Talent Consume Soul is ready to use.
Talent Assemble is ready to use.
Burning Shock from Elandar hits GOT for (22 flat reduction), 32 fire (32 total damage).
Xorn recovers sight.
GOT casts Black Ice.
GOT's spell attains critical power!
GOT hits Mirror Image (Elandar) for 1 cold damage.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Mirror Image (Elandar) casts Manathrust.
Mirror Image (Elandar) hits GOT for (22 flat reduction), 145 arcane (145 total damage).
Elandar hits GOT for (22 flat reduction), 747 arcane (747 total damage).
Mirror Image (Elandar)'s cleansing fire area effect hits Elandar for 26 fire damage.
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits GOT for (22 flat reduction), 818 lightning (818 total damage).
GOT the level 50 skeleton necromancer was shocked to death by a Elandar on level 11 of High Peak.