












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | QuickTome: Remove Stat Requirements 1.4.8 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Yeeks can survive a win 1.4.8With this, the die-or-die situation is Possessor Bonus Class 1.5.4Donators/Buyers bonus! More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 3409% |
Size | big |
Lifes / Deaths | Killed by Suicidal at level 50 on the 75th Regrowth 123rd year of Ascendancy at 21:09 / 1 |
Primary Stats
Strength | 225.5 (base 60) |
Dexterity | 96 (base 60) |
Constitution | 186 (base 60) |
Magic | 117.5 (base 60) |
Willpower | 113 (base 60) |
Cunning | 112 (base 60) |
Resources
Mana | 2224/2224 |
Negative | 1427/1432 |
Life | 23414/23414 |
Paradox | 300 |
Equilibrium | 0 |
Vim | 1501/1649 |
Positive | 1425/1432 |
Stamina | 1611/1730 |
Psi | 1908/1908 |
Healing Factor | 1.7415730337079 |
Regeneration | 232.25035745624 |
Speed
Mental | +263.2% |
Attack | +263.2% |
Movement | +80.333333333333% |
Spell | +263.2% |
Global | +680.54181126429% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 17 |
See Stealth | 137.07813466609 |
See Invisible | 143.07813466609 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 808 |
Accuracy | 121 |
Crit Chance | 261% |
APR | 278 |
Speed | 0.28 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 169 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 147 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +211% |
Blight | +249% |
Arcane | +225% |
Cold | +211% |
All | +113% |
Mind | +251% |
Lightning | +211% |
Light | +244% |
Temporal | +214% |
Physical | +243% |
Darkness | +269% |
Fire | +259% |
Nature | +211% |
Offense: Damage Penetration
Acid | +118% |
Blight | +128% |
Arcane | +118% |
Cold | +118% |
All | +20% |
Mind | +118% |
Lightning | +138% |
Light | +128% |
Temporal | +143% |
Physical | +118% |
Darkness | +147% |
Fire | +118% |
Nature | +118% |
Defense: Base
Armour (hardiness) | 185.7 (100%) |
Defense | 103 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 198 |
Spell Save | 198 |
Mental Save | 198 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +195%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Silence Resistance | 98% |
Bleed Resistance | 0% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 12% |
Blind Resistance | 10% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Gloom | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Solipsism | 13.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 7.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 5.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Demonic pact | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Doom covenant | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 5.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Disintegration |
beneficial effect | Countering melee attacks: Has a 84% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+87% global speed). Clarity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by orc archer. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Voruriathra the ghoul. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Suicidal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Xeryba the snow giant. Escort: repented thief (level 1 of Daikara) | failed |
You abandoned repented thief to death. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by cold drake hatchling. Escort: temporal explorer (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Ivakira the skeleton master archer. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Polevea the polar bear. Escort: worried loremaster (level 3 of Old Forest) | 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. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You must explore the ritch tunnels. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 2194. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ice wyrm tooth. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed pouch of faeros ash. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. | active |
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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 |
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 |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +14 Str +4 Wil +5 Cun +10 Con dps ---------- Dmg.mod +18% mind +10% physical Res.pen +15% lightning Melee Ret 26 lightning ----- def ----- Armour +5 Fatigue +5% Resists +24% lightning ---------- misc Infravis +4 Size +1 Heave: Puts all charms on 3 cooldown Level 4.0 Pwr.cost 3 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Bright light Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 18 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 7, doing 255.40 cold damage and 281.67 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Con +6 Mag dps ---------- Spell.crit +5% Mind.crit +4% Spell.pwr +5 (+0 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +14% arcane +13% mind +3% darkness Res.pen +10% light ----- def ----- Defense +2 (+1 eff.) Resists +14% mind +3% temporal +3% light +9% darkness Phys.save +11 (+0 eff.) Mind.save +14 (+2 eff.) ---------- misc Mana/turn +0.19 Max.psi +25.00 Light +3 Arcane Eye: (Instant) Puts all charms on 3 cooldown Level 5.0 Pwr.cost 3 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Melee+ +20 arcane On Hit: 10% Displacement Shield 1 On Hit: 10% Greater Weapon Focus 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Dex +5 Mag +9 Wil +3 Cun +7 Con dps ---------- Dmg.mod +21% light ---------- misc Infravis +3 Telepathy Humanoid/Orc Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 3 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +34% fire Res.pen +10% darkness Melee Ret 16 fire ----- def ----- Resists +3% darkness +32% fire ---------- misc Vim/turn +1.00 Vim/melee +0.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +23 (+2 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +3% blight +3% temporal +6% all Res.pen +10% blight +25% temporal ----- def ----- Resists +9% nature +8% blight Poison- +12% Disease- +22% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/turn +1.00 Vim/melee +0.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Wil dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +19 (+2 eff.) Mind.pwr +15 (+2 eff.) S.pwr/crit +6 Melee+ 15 light 15 darkness Dmg.mod +12% light +15% blight +14% fire +9% mind +15% darkness Res.pen +5% lightning Phasing +10% Melee Ret 8 blight 4 mind On Melee Ret: * 14% chance to inflict 15% damage reduction * 15% chance to blind ----- def ----- Spell.save +9 (+0 eff.) Mind.save +15 (+2 eff.) Confus- +24% ---------- misc Max.mana +60.00 Amulets can have magical properties. |
In main hand | ![]() |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Wil +6 Cun +1 Con dps ---------- Phys.crit +15.0% Mind.crit +15% ----- def ----- Resists +30% lightning +26% temporal +12% mind +9% darkness Spell.save +10 (+0 eff.) ---------- misc See.Invis +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Melee Ret 12 blight ----- def ----- Armour +14 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +30% cold +14% light +21% darkness Phys.save +21 (+0 eff.) Die.at -99.00 life Blind- +10% ---------- misc Max.mana +40.00 Telepathy All Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Crit.mult +29.00% Dmg.mod +25% darkness +12% physical Res.pen +19% darkness Acc +15 (+2 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness +2% physical Phys.save +37 (+0 eff.) Stealth +32 Max.HP +60.00 ---------- misc Stam/turn +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (28% of a turn) Is a spell Description: Inflicts 1890.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +4 Str dps ---------- Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Fatigue -6% ---------- misc Equi/ret +0.20 Hate/m.crit +3.00 Max.hate +10.00 Max.psi +30.00 Amulets can have magical properties. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 7 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun dps ---------- Dmg.mod +9% mind +15% lightning Res.pen +25% light On Hit (Melee): * 39% chance to daze at end of turn * 39% chance to blind ----- def ----- Resists +12% lightning +18% light +12% mind ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 384 strength, based on Magic) for 5 turns. Uses 6 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +20% Disease- +22% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +13 Str dps ---------- Phys.crit +1.0% Crit.mult +18.00% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% fire Acc +6 (+1 eff.) ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +12% mind Res.Cap +7% all Phys.save +21 (+0 eff.) HP.reg +0.40 Heal.mod +10% Disease- +10% Silence- +10% Confus- +25% Pinning- +5% ---------- misc Infravis +2 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 3 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 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 16 bleed Ranged+ 14 bleed Res.pen +15% arcane Acc +4 (+1 eff.) Apr +4 Melee Ret 16 physical On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ----- def ----- Armour +17 Phys.save +22 (+0 eff.) Heal.mod +20% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Phys.pwr +15 (+1 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +23 (+3 eff.) Res.pen +20% mind Melee Ret 20 mind 20 physical ----- def ----- Crit.dmg- 20.00% Max.HP +40.00 Disease- +25% Knockbk- +25% Teleport- +30% ---------- misc Psi/ret +0.20 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +24% mind +13% physical ----- def ----- Resists +13% physical Mind.save +12 (+2 eff.) ---------- misc Equi/ret +0.12 Max.hate +4.00 Max.psi +30.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +1 Dex dps ---------- Phys.crit +1.0% Crit.mult +6.00% Melee+ 9 bleed Ranged+ 16 bleed Acc +16 (+2 eff.) Apr +8 On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ----- def ----- Armour +6 Defense +15 (+3 eff.) Phys.save +14 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +10 (+1 eff.) ---------- misc Vim/melee +3.00 Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Dex +4 Mag +3 Wil +2 Con dps ---------- Acc +16 (+2 eff.) Melee Ret 20 acid ----- def ----- Resists +6% acid Crit.dmg- 15.00% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +12 Str +9 Con dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Armour +8 Defense +11 (+2 eff.) Rng.Def +11 (+2 eff.) Resists +15% lightning +9% cold +6% arcane +9% nature Silence- +30% ---------- misc Max.stam +20.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+0 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +13 Cun +5 Wil dps ---------- Mind.crit +2% Melee Ret 16 mind ----- def ----- Defense +12 (+2 eff.) Resists +6% darkness ---------- misc Hate/m.crit +1.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Dmg.mod +12% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +24% fire Heal/summ +30 ---------- misc Max.psi +50.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +31% arcane +15% nature Res.pen +30% nature On Hit (Melee): * Slows global speed by 40% * 40% chance to daze at end of turn ----- def ----- Resists +21% lightning +25% arcane +18% nature Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+0 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- S.pwr/crit +6 ----- def ----- Resists +6% blight +5% physical +6% fire Mind.save +12 (+2 eff.) Blind- +38% Cut- +15% Pinning- +15% ---------- misc Mana/turn +0.16 Infravis +5 See.Stealth +17 See.Invis +17 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +15% mind ----- def ----- Fatigue -6% Resists +12% mind Max.HP +50.00 Disarm- +48% Pinning- +44% Knockbk- +50% ---------- misc Infravis +2 Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 174% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +12 light While equipped: Stats +3 Str +3 Dex +5 Cun +3 Con dps ---------- Res.pen +31% light ----- def ----- Resists +9% light ---------- misc See.Invis +18 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 129% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 1013.57 to 3040.70 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 2749.15 to 5498.29 physical damage (based on Strength) to each. Uses 12 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+0 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 114% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Resists +3% temporal +6% nature +3% light Mind.save +30 (+3 eff.) Cut- +20% Pinning- +20% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 177% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +35 mind +8 nature On Hit: * 41% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: Stats +10 Cun +9 Wil dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +12% physical Acc +13 (+2 eff.) Apr +21 On Hit (Melee): * Slows global speed by 15% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 20% Con, 50% Mag 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 581 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 7 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 131% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +12 light While equipped: Stats +4 Dex +3 Wil dps ---------- Res.pen +10% nature Acc +20 (+3 eff.) ----- def ----- Defense +21 (+4 eff.) Resists +6% all Disarm- +78% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 194% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 57 bleeding, 104% reduced healing While equipped: Stats +4 Con dps ---------- Phys.crit +21.0% Phys.pwr +14 (+1 eff.) Res.pen +21% nature +5% temporal Acc +6 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +12% all Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 3 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +10 Wil dps ---------- Ranged+ 30 light Dmg.mod +30% physical ---------- misc Light +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 3.0 T2 longsword 1H weapon [Rare] Disrupt Power 109% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +11 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Crit.mult +9.00% ----- def ----- Phys.save +6 (+0 eff.) Mind.save +30 (+3 eff.) HP.reg +0.60 Knockbk- +20% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to daze at end of turn * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +15% physical Acc +27 (+4 eff.) Apr +12 ----- def ----- Armour +4 Defense +14 (+3 eff.) Spell.save +30 (+0 eff.) Silence- +30% Disarm- +50% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Arcane Power 131% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Str +3 Mag +5 Wil +5 Cun +3 Con dps ---------- Spell.pwr +11 (+1 eff.) ----- def ----- Heal.mod +5% ---------- misc Telepathy All Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 173% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +15% temporal +6% mind +6% fire Res.pen +10% temporal Melee Ret 8 temporal 8 fire ----- def ----- Resists +12% mind +12% nature Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 130% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +12 temporal +8 nature +10 cold While equipped: Stats +3 Con dps ---------- Dmg.mod +8% physical Res.pen +10% nature +8% physical Apr +7 ----- def ----- Crit.dmg- 5.00% ---------- misc Light +2 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 134% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 darkness +13 lightning Against +9% Living On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +6% blight Res.pen +8% physical On Hit (Melee): * 10% chance to disease ----- def ----- Heal/summ +20 Disarm- +14% ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Disrupt/Master Power 169% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 15 arcane resource burn On Crit: * burns latent spell energy * cripple the target While equipped: dps ---------- Phys.crit +11.0% ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +9% fire +6% darkness +18% cold Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex +10 Wil +3 Cun dps ---------- Mind.crit +3% Mind.pwr +16 (+2 eff.) Dmg.mod +12% darkness Res.pen +14% darkness ----- def ----- Fatigue -12% Resists +12% darkness +5% arcane Blind- +19% ---------- misc Hate/m.crit +3.00 Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This natural lightning should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power 117% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 49% chance to daze at end of turn While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +4 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +20% lightning +10% arcane +9% nature +12% mind Res.pen +33% lightning +10% arcane +10% darkness Melee Ret 20 lightning On Melee Ret: * 20 arcane resource burn ----- def ----- Resists +20% lightning +8% arcane +10% blight Disease- +24% Destroy Magic: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Cold Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 99% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+2 eff.) Dmg.mod +9% fire Res.pen +15% temporal Melee Ret 4 fire ----- def ----- Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +7 (+1 eff.) ---------- misc Equi/ret +1.30 Max.psi +10.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 arcane While equipped: dps ---------- Mind.crit +10% Mind.pwr +14 (+2 eff.) Dmg.mod +9% temporal Res.pen +5% arcane +5% temporal Melee Ret 12 arcane ----- def ----- Resists +5% arcane Max.HP +30.00 HP.reg +1.30 ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 96% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +8 arcane While equipped: Stats +6 Cun +2 Mag dps ---------- Mind.crit +3% Crit.mult +17.00% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +5% arcane Spell.save +30 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +6.00 Max.mana +100.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 93% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 light On Hit: * 40% chance to blind While equipped: Stats +3 Wil dps ---------- Mind.crit +7% Mind.pwr +13 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +6% light ---------- misc Hate/m.crit +5.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +12 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature +12% physical Res.pen +15% mind ----- def ----- Armour +4 Resists +3% blight Disease- +11% 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. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 45 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 temporal On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to cause random gloom While equipped: dps ---------- Spell.crit +11% Spell.pwr +28 (+3 eff.) Dmg.mod +25% temporal ----- def ----- Armour +10 Hardiness +10% Resists +3% temporal Phys.save +20 (+0 eff.) Spell.save +13 (+0 eff.) Mind.save +13 (+2 eff.) ---------- misc Mana/turn +0.34 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Wil +4 Mag dps ---------- Spell.crit +4% Spell.pwr +22 (+2 eff.) Dmg.mod +9% mind +25% cold Res.pen +15% mind ----- def ----- Resists +25% cold ---------- misc Hate/m.crit +2.00 Max.mana +47.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +12 blight While equipped: Stats +3 Cun dps ---------- Phys.crit +13.0% Spell.crit +4% Crit.mult +18.00% Spell.pwr +28 (+3 eff.) S.pwr/crit +9 Melee+ 11% confusion Dmg.mod +25% fire Phasing +42% Melee Ret 12 nature 8 blight On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +22 (+4 eff.) Resists +6% nature ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 442.43 to 530.92 fire damage Puts all charms on 2 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+4 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 mind On Hit: * Slows global speed by 49% While equipped: Stats +10 Mag +2 Wil +13 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +38.00% Spell.pwr +22 (+2 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid On Hit (Melee): * 20% chance to blind ----- def ----- Defense +15 (+3 eff.) Mind.save +30 (+3 eff.) ---------- misc Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +34.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 583.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 66% Range: 1.2x Uses 40% Wil, 50% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+1 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 darkness While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+2 eff.) Dmg.mod +30% cold Res.pen +10% arcane +5% darkness Melee Ret 8 darkness 12 temporal ----- def ----- Armour +19 Hardiness +23% Phys.save +20 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc 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/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 mind +4 blight While equipped: dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +60.00% Spell.pwr +25 (+3 eff.) Mind.pwr +2 (+0 eff.) Melee+ 35 fire Dmg.mod +42% physical Acc +4 (+1 eff.) Apr +2 On Hit (Melee): * 10% chance to disease ----- def ----- Resists +8% darkness +15% temporal Mind.save +15 (+2 eff.) Anom.red +24 Max.HP +10.00 Def/telep +35 Res/telep +23% Dur/telep +45% ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 9.0 T5 steamgun 2H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 117% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 100% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+2 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +1 Paradox Pool +2 Block Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 191% Range: 1.4x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+1 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+0 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 14 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 1494.71. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 102% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 light On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion While equipped: dps ---------- Res.pen +11% acid +11% fire +11% cold +11% lightning Melee Ret 8 temporal ----- def ----- Armour +10 Resists +6% blight +2% physical Crit.dmg- 10.00% Stun/Frz- +10% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 170% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Phys.spd +10% ----- def ----- Defense +12 (+2 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 1145.11 physical damage, and inflicting bleeding for another 572.55 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% mind Melee Ret 12 mind ----- def ----- Resists +6% acid +18% lightning +6% fire +15% mind +6% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+0 eff.) Dmg.mod +9% light +12% blight Res.pen +25% blight Melee Ret 12 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% light +18% blight A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +22.00% Dmg.mod +12% darkness +9% lightning Res.pen +12% darkness Acc +12 (+2 eff.) Apr +15 Melee Ret 8 lightning ----- def ----- Defense +3 (+1 eff.) Resists +21% darkness +6% light Stealth +34 Max.HP +60.00 ---------- misc Light +3 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] Psionic While equipped: Stats +5 Str +11 Wil +9 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Fatigue -8% ---------- misc Infravis +2 Telepathy Dragon 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 [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+0 eff.) Blind- +50% Stun/Frz- +0% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +7 Wil +8 Cun dps ---------- Crit.mult +15.00% Dmg.mod +13% lightning +8% physical +20% cold +15% acid Res.pen +10% acid Melee Ret 8 acid 4 light ----- def ----- Defense +5 (+1 eff.) Resists +15% blight +10% cold +14% lightning Max.HP +93.00 HP.reg +6.00 Heal.mod +30% Stun/Frz- +0% ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+0 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +16% blight +9% acid Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +16% blight Max.HP +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +31% nature +21% fire Res.pen +25% nature Melee Ret 12 nature 8 fire ----- def ----- Defense +5 (+1 eff.) Resists +34% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +15% nature Melee Ret 12 nature 16 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Defense +6 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Resists +12% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +9% darkness Res.pen +25% mind ----- def ----- Armour +4 Defense +7 (+2 eff.) Rng.Def +7 (+2 eff.) Fatigue +3% Mind.save +20 (+2 eff.) ---------- misc Max.hate +8.00 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +2 Mag +10 Cun +5 Con dps ---------- Dmg.mod +9% light Res.pen +25% light ----- def ----- Armour +5 Fatigue +4% Resists +26% cold +33% fire Phys.save +25 (+0 eff.) Mind.save +25 (+3 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Resists +5% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +8 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% mind +8% physical ----- def ----- Armour +3 Fatigue +3% Mind.save +30 (+3 eff.) ---------- misc Hate/m.crit +5.00 Max.hate +8.00 Max.psi +30.00 Size +1 Heave: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Acc +6 (+1 eff.) ----- def ----- Armour +2 Resists +12% acid +5% arcane +12% darkness +6% light Phys.save +7 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +7 (+1 eff.) Disarm- +29% Unarmed combat: Power 116% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +3.0% Atk.spd 167% Melee+ +4 fire On Hit: 10% Perfect Control 3 On Hit: * Slows global speed by 40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 2 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 600.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 60% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 125% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 7 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 480.54 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Wil +10 Mag dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 20 light 29 darkness 36 mind 13 arcane Dmg.mod +9% light Res.pen +20% mind On Hit (Melee): * 22% chance to cause random gloom ----- def ----- Armour +3 Resists +9% arcane +9% light Mind.save +8 (+1 eff.) ---------- misc Max.hate +4.00 Unarmed combat: Power 133% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% Melee+ +15 arcane On Hit: 10% Reproach 5 On Hit: 10% Manathrust 3 On Hit: * 10% chance to blind Disperse Magic: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +2 Wil +11 Cun dps ---------- Spell.pwr +24 (+3 eff.) Res.pen +10% acid Phasing +20% Acc +27 (+4 eff.) Apr +11 Melee Ret 20 acid ----- def ----- Armour +2 Resists +11% darkness Phys.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Disarm- +29% ---------- misc Infravis +3 Unarmed combat: Power 111% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +26 Apr +11 Crit +11.0% Atk.spd 167% Melee+ +18 darkness On Hit: 15% Perfect Strike 3 On Hit: 10% Perfect Control 3 On Crit: 10% Dominate 3 Track: Puts all charms on 4 cooldown Level 10.0 Pwr.cost 4 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 79 for 10 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+0 eff.) Unarmed combat: Power 117% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Apr +8 Crit +6.0% Atk.spd 125% Melee+ +12 silence On Hit: 100% Destroy Magic 2 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T5 hands armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +9% nature ----- def ----- Armour +3 Resists +9% blight +9% fire +9% nature Phys.save +30 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +10 (+1 eff.) Disarm- +50% Unarmed combat: Power 135% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% Melee+ +36 mind +29 physical On Hit.r1 +20 nature +20 mind On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 6 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 601.08 fire and 574.29 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Wil +5 Cun +4 Con dps ---------- Crit.mult +15.00% Phys.pwr +5 (+0 eff.) Mind.pwr +6 (+1 eff.) Res.pen +20% mind ----- def ----- Armour +3 Fatigue +3% Mind.save +30 (+3 eff.) Heal/summ +30 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +6 Con dps ---------- Dmg.mod +12% blight +6% arcane +6% lightning Res.pen +10% arcane Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +12% blight Stone Wall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 839.03 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+3 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 7 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +6 Wil +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) S.pwr/crit +4 Dmg.mod +23% fire Phasing +40% Acc +4 (+1 eff.) On Hit (Melee): * 45% chance to corrode armour by 30% ----- def ----- Defense +3 (+1 eff.) Resists +15% lightning +15% temporal +30% fire Phys.save +20 (+0 eff.) Die.at -60.00 life Def/telep +20 Res/telep +20% Dur/telep +20% A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 5 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 53% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 44%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 4 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Mag +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Spell.save +6 (+0 eff.) ---------- misc Infravis +3 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Mind.crit +9% Mind.pwr +12 (+2 eff.) Dmg.mod +15% mind +6% blight ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +6% temporal +3% light +7% fire +6% nature +7% acid +7% blight +6% cold +14% mind +6% darkness Crit.dmg- 15.00% Phys.save +9 (+0 eff.) Mind.save +12 (+2 eff.) ---------- misc Psi/turn +0.28 Max.psi +28.00 Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +8 Wil +10 Cun dps ---------- Melee+ 23 acid 22 fire Dmg.mod +9% acid Melee Ret 20 acid 28 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +29% acid +29% fire +30% lightning Crit.dmg- 18.00% Mind.save +25 (+3 eff.) ---------- misc See.Invis +9 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +35.00% Phys.pwr +10 (+1 eff.) Spell.pwr +4 (+0 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +2% Resists +30% fire Max.HP +70.00 HP.reg +15.00 Heal.mod +30% ---------- misc Mana/s.crit +3.00 Max.mana +40.00 Light +2 Infravis +3 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+0 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +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 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Wil dps ---------- Phys.crit +6.0% Crit.mult +30.00% Phys.pwr +10 (+1 eff.) Spell.pwr +2 (+0 eff.) Mov.spd +20% Dmg.mod +6% arcane Res.pen +15% blight Phasing +30% Melee Ret 16 arcane ----- def ----- Armour +8 Defense +21 (+4 eff.) Rng.Def +16 (+3 eff.) Fatigue +8% Max.HP +49.00 ---------- misc Mana/turn +0.08 A suit of armour made of leather. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Res.pen +20% acid Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +29% lightning A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+2 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T1 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +11% light +11% darkness A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Armour +2 Defense +17 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +23% fire ---------- misc Stam/turn +1.00 Talents +3 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Mind.pwr +4 (+1 eff.) Melee+ 9 acid Melee Ret 26 acid ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +3% light Mind.save +24 (+3 eff.) ---------- misc Max.psi +30.00 Telepathy All Talents +4 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Melee+ 9 cold Melee Ret 14 ice 13 temporal ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +3% light +18% temporal Phys.save +3 (+0 eff.) Spell.save +6 (+0 eff.) Die.at -60.00 life Pinning- +10% ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (723) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% arcane Res.pen +20% arcane Melee Ret 18 temporal On Melee Ret: * 17% chance to corrode armour by 30% ----- def ----- Armour +13 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +19% acid +16% temporal +12% darkness ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (818) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Melee Ret 14 ice On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +6% blight +9% temporal +18% lightning Spell.save +3 (+0 eff.) ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Acc +2 (+0 eff.) ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +9% mind +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +15% nature Melee Ret 14 fire ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +9% acid +12% cold +6% light Spell.save +20 (+0 eff.) ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Nature While equipped: Stats +12 Con dps ---------- Melee+ 10 lightning Dmg.mod +3% arcane +3% mind Melee Ret 30 lightning On Hit (Melee): * 15% chance to blind On Melee Ret: * 40% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +38% acid +3% mind ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +10 (+1 eff.) Spell.pwr +2 (+0 eff.) Dmg.mod +3% arcane +9% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +28 Hardiness +8% Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +20% physical ---------- misc Vim/s.crit +2.00 Talents +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Rare] Master While equipped: Stats +5 Mag +5 Wil +4 Con dps ---------- Crit.mult +20.00% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +25% fire ---------- misc Hate/m.crit +4.00 Light +3 Telepathy Demon/Minor Demon/Major Talents +4 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 23 power out of 100/100 The very essence of bearness! |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 140% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Light Acc+ +0.2% crit / acc Apr +18 Crit +13.0% Capacity 53 Rld cld 1 Ranged+ +14 lightning +32 light On Hit: * 40% chance to blind * 25% chance for lightning to arc to a second target On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 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 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T6 demon seed [Unique] Arcane Attachable to body When attached: Stats +12 Str +12 Mag ----- def ----- Max.HP +125.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +18% blight Dmg.red +8 blight Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +18% fire Dmg.red +8 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T6 demon seed [Unique] Arcane Attachable to body When attached: Reduces duration of detrimental effects by 40% The seed of a demon. |
![]() 0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% physical Dmg.red +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: dps ---------- All.spd +14% Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (159 power, based on Willpower). Uses 3 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex +5 Wil +4 Con dps ---------- Res.pen +25% blight Acc +4 (+1 eff.) ----- def ----- Spell.save +30 (+0 eff.) ---------- misc Vim/s.crit +4.00 Max.stam +15.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+0 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+1 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 4 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 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. |
![]() 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage 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 When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
![]() 3.0 T3 shot ammo [Unique] Nature/Psionic Power 115% Range: 1.2x Uses 40% Wil, 60% Cun, 50% Mag 60% Dex Dmg Mind Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Res.pen +10% fire ----- def ----- Mind.save +30 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +50.00 Telepathy Demon/Minor Demon/Major Talents +3 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 10 beam dealing 388.73 to 777.45 mind damage Puts all charms on 2 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% temporal Melee Ret 4 temporal ----- def ----- Resists +6% light ---------- misc Light +2 Talents +2 Invoke Tentacle +5 Rushing Claws Cooldown Invoke Tentacle +10 Rushing Claws -1 Remove up to 4 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc 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 3 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +15% mind Res.pen +10% mind Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction Remove up to 1 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +4 Wil +2 Cun dps ---------- Acc +10 (+1 eff.) ----- def ----- Armour +8 Die.at -60.00 life ---------- misc Talents +3 Lay Web Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+0 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 597 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 8 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% 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 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) 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% When used as an alchemist bomb: Additional 10 physical repulsion damage 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 When used as an alchemist bomb: 10% chance to stun for 2 turns 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Suicidal the Yeek Adventurer level 31
34th Haze 122nd year of Ascendancy at 11:32 see stats
By Suicidal the Yeek Adventurer level 50
22nd Regrowth 123rd year of Ascendancy at 10:44 see stats
By Suicidal the Yeek Adventurer level 29
8th Mirth 122nd year of Ascendancy at 15:57 see stats
By Suicidal the Yeek Adventurer level 50
61st Regrowth 123rd year of Ascendancy at 01:43 see stats
By Suicidal the Yeek Adventurer level 35
13rd Regrowth 123rd year of Ascendancy at 05:42 see stats
By Suicidal the Yeek Adventurer level 50
37th Regrowth 123rd year of Ascendancy at 17:12 see stats
By Suicidal the Yeek Adventurer level 31
20th Haze 122nd year of Ascendancy at 21:43 see stats
By Suicidal the Yeek Adventurer level 39
14th Regrowth 123rd year of Ascendancy at 04:02 see stats
By Suicidal the Yeek Adventurer level 33
37th Haze 122nd year of Ascendancy at 13:31 see stats
By Suicidal the Yeek Adventurer level 10
75th Pyre 122nd year of Ascendancy at 05:11 see stats
By Suicidal the Yeek Adventurer level 50
53rd Regrowth 123rd year of Ascendancy at 11:00 see stats
By Suicidal the Yeek Adventurer level 50
72nd Regrowth 123rd year of Ascendancy at 07:52 see stats
By Suicidal the Yeek Adventurer level 43
14th Regrowth 123rd year of Ascendancy at 16:55 see stats
By Suicidal the Yeek Adventurer level 50
21st Regrowth 123rd year of Ascendancy at 04:48 see stats
By Suicidal the Yeek Adventurer level 39
14th Regrowth 123rd year of Ascendancy at 01:24 see stats
By Suicidal the Yeek Adventurer level 22
79th Pyre 122nd year of Ascendancy at 14:15 see stats
By Suicidal the Yeek Adventurer level 10
75th Pyre 122nd year of Ascendancy at 05:11 see stats
By Suicidal the Yeek Adventurer level 20
79th Pyre 122nd year of Ascendancy at 07:40 see stats
By Suicidal the Yeek Adventurer level 30
12nd Haze 122nd year of Ascendancy at 21:19 see stats
By Suicidal the Yeek Adventurer level 40
14th Regrowth 123rd year of Ascendancy at 04:02 see stats
By Suicidal the Yeek Adventurer level 50
20th Regrowth 123rd year of Ascendancy at 20:42 see stats
By Suicidal the Yeek Adventurer level 50
21st Regrowth 123rd year of Ascendancy at 00:48 see stats
By Suicidal the Yeek Adventurer level 29
8th Mirth 122nd year of Ascendancy at 11:53 see stats
By Suicidal the Yeek Adventurer level 50
72nd Regrowth 123rd year of Ascendancy at 07:52 see stats
By Suicidal the Yeek Adventurer level 44
14th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Suicidal the Yeek Adventurer level 50
53rd Regrowth 123rd year of Ascendancy at 23:36 see stats
By Suicidal the Yeek Adventurer level 3
74th Pyre 122nd year of Ascendancy at 13:14 see stats
By Suicidal the Yeek Adventurer level 3
74th Pyre 122nd year of Ascendancy at 13:14 see stats
By Suicidal the Yeek Adventurer level 34
37th Haze 122nd year of Ascendancy at 16:31 see stats
By Suicidal the Yeek Adventurer level 50
21st Regrowth 123rd year of Ascendancy at 01:32 see stats
By Suicidal the Yeek Adventurer level 50
72nd Regrowth 123rd year of Ascendancy at 07:52 see stats
By Suicidal the Yeek Adventurer level 3
74th Pyre 122nd year of Ascendancy at 13:14 see stats
By Suicidal the Yeek Adventurer level 50
22nd Regrowth 123rd year of Ascendancy at 00:07 see stats
By Suicidal the Yeek Adventurer level 39
14th Regrowth 123rd year of Ascendancy at 04:02 see stats
By Suicidal the Yeek Adventurer level 5
74th Pyre 122nd year of Ascendancy at 17:26 see stats
By Suicidal the Yeek Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Suicidal the Yeek Adventurer level 29
8th Mirth 122nd year of Ascendancy at 12:03 see stats
Log
Talent Arcane Combat is ready to use.
Talent Shadow Combat is ready to use.
Talent Chant of Resistance is ready to use.
Talent Weapon of Light is ready to use.
Talent Hymn of Shadows is ready to use.
Talent Shadow Feed is ready to use.
Suicidal deactivates Exploit Weakness.
You require a telekinetically wielded weapon or gem for your psionic focus.
Suicidal deactivates Volatile Poison.
Suicidal deactivates Leeching Poison.
Suicidal deactivates Abyssal Shield.
Suicidal deactivates Flame of Urh'Rok.
Suicidal deactivates Blade Flurry.
Suicidal deactivates Eternal Suffering.
Suicidal deactivates Horrifying Blows.
Suicidal deactivates Daunting Presence.
Suicidal deactivates Precise Strikes.
Suicidal deactivates Lacerating Strikes.
Suicidal deactivates Hymn Nocturnalist.
Suicidal deactivates Arcane Feed.
Suicidal deactivates Bleak Outcome.
Suicidal activates Tale of Destruction.
Suicidal deactivates Tale of Destruction.
Saving game...