











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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
Convenient Digging 1.5.5 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Storm Reward 1.5.5Adds the Spell/Storm tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 42 / 2% |
Size | medium |
Lifes / Deaths | Killed by Bethomith the cold drake at level 19 on the 47th Haze 122nd year of Ascendancy at 20:32 4 / 3Killed by Grand Corruptor at level 22 on the 73rd Haze 122nd year of Ascendancy at 07:55 Killed by Uthenia's Inner Demon at level 35 on the 12nd Pyre 123rd year of Ascendancy at 18:36 |
Primary Stats
Strength | 68 (base 56) |
Dexterity | 71 (base 60) |
Constitution | 65 (base 32) |
Magic | 41 (base 10) |
Willpower | 56 (base 40) |
Cunning | 84 (base 60) |
Resources
Life | 2893/2893 |
Stamina | 386/386 |
Equilibrium | 20 |
Healing Factor | 1.4010638297872 |
Regeneration | 20.898855665782 |
Speed
Mental | +13.6% |
Attack | +23.6% |
Movement | +104.4% |
Spell | +23.6% |
Global | +112.5% |
Vision
Sight | 13 |
Lite | 6 |
Infravision | 10 |
See Stealth | 63.308051078464 |
See Invisible | 63.308051078464 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
Damage | 171 |
Accuracy | 84 |
Crit Chance | 116% |
APR | 41 |
Speed | 0.70 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 68% |
Speed | 0.80906148867314 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 43% |
Speed | 0.80906148867314 |
Offense: Damage Bonus
Acid | +17% |
Physical | +82% |
Cold | +17% |
All | +10% |
Darkness | +18% |
Light | +26% |
Temporal | +18% |
Mind | +20% |
Lightning | +16% |
Fire | +36% |
Nature | +36% |
Offense: Damage Penetration
Light | +25% |
Temporal | +10% |
Physical | +90% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 38 (49.309173272933%) |
Defense | 51 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 58 |
Mental Save | 61 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 70%( 70%) |
Physical | + 40%( 70%) |
Cold | + 62%( 70%) |
All | + 30%( 70%) |
Lightning | + 34%( 70%) |
Light | + 50%( 70%) |
Temporal | + 36%( 70%) |
Mind | + 37%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 37%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Confusion Resistance | 49% |
Instadeath Resistance | 100% |
Stun Resistance | 44% |
Poison Resistance | 17% |
Silence Resistance | 55% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 773% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Sniper | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Technique / Reflexes | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Piercing Ammunition |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Elemental Harmony |
talent | Precise Strikes |
talent | Daunting Presence |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 51%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 405. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed vial of greater demon bile. * You've found the needed green worm. 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 faerlhing fang. * You've found the needed mummified bone. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Con +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +9 (+3 eff.) Res.pen +9% physical Acc +2 (+0 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +4% physical Phys.save +11 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -20.00 life Silence- +45% Confus- +39% Stun/Frz- +44% ---------- misc Light +1 Blindside: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Disrupt/Master Power 78.5 - 109.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +26.0% Capacity 23 Ranged+ +8 darkness +38 manaburn arcane On Hit.r1 +8 darkness +12 lightning On Crit.r2 +8 darkness +16 lightning On Hit: * 53% chance to daze at end of turn On Crit: * burns latent spell energy * cripple the target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Acc +4 (+0 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Die.at -60.00 life ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +7% physical +8% light +8% darkness +6% nature +10% mind +8% temporal ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +9% nature +5% acid +5% blight +5% cold +10% mind +4% darkness Crit.dmg- 5.00% Silence- +10% Pinning- +15% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +10 Con dps ---------- Phys.crit +2.0% Crit.mult +12.00% Dmg.mod +6% physical Melee Ret 16 physical ----- def ----- Resists +9% nature +10% blight Poison- +17% Disease- +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +3% light +47% physical Res.pen +41% physical +10% temporal Acc +15 (+3 eff.) ----- def ----- Resists +12% light +3% temporal Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
On hands | ![]() 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 Earthquake: Level 4.8 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 68.61 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. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 131.34 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 231.66 cold damage and condensing the air into freezing vapors that deal 77.22 cold damage (based on Magic) each turn for 10 turns. Uses 27 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +6 Mag +8 Cun +8 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +5 (+0 eff.) Mov.spd +10% Dmg.mod +7% acid +6% fire +7% cold +6% lightning Res.pen +15% light Acc +8 (+1 eff.) Apr +16 ----- def ----- Fatigue -8% Mind.save +30 (+8 eff.) HP.reg +1.20 Heal/summ +30 ---------- misc Stam/turn +0.30 Max.hate +4.00 Light +1 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] 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 190 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 257 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 219 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. While Heroism is active, you will only die when reaching -687 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 835% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (81% of a turn) Is a spell Description: Inflicts 441.32 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 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 147.24 to 441.73 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Fatigue -6% HP.reg +2.10 Teleport- +50% ---------- misc Masteries +0.22 Technique/Archery training +0.22 Technique/Combat training Teleport you randomly (rad 35) Puts all charms on 14 cooldown Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +6% Phys.pwr +6 (+2 eff.) Dmg.mod +18% physical ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +13% physical Heal/summ +20 ---------- misc Stam/turn +0.90 Equi/ret +0.12 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Str +8 Dex +9 Wil dps ---------- Dmg.mod +15% light +30% arcane Res.pen +10% mind ----- def ----- Resists +6% mind ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% lightning Stun/Frz- +30% ---------- misc Masteries +0.31 Technique/Munitions Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Heal.mod +10% Cut- +50% Confus- +13% Heal: Puts all charms on 32 cooldown Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 419 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Archery training Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 43 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light Melee Ret 20 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% light HP.reg +1.40 Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Melee Ret 20 lightning ----- def ----- Resists +12% blight +6% fire +24% nature +9% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +2 Cun +2 Con dps ---------- Dmg.mod +9% light Acc +12 (+2 eff.) Apr +10 ----- def ----- Defense +11 (+4 eff.) Fatigue -8% ---------- misc Telepathy Humanoid/Orc Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 22 light Ranged+ 20 light Acc +6 (+1 eff.) On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +51.00 HP.reg +0.70 Heal.mod +10% Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 17.0 - 22.1 Acid Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 111% Melee+ +8 temporal +9 nature +4 arcane On Crit: * cripple the target While equipped: Stats +3 Dex +1 Mag dps ---------- Phys.crit +6.0% Spell.crit +2% S.pwr/crit +2 Acc +6 (+1 eff.) ---------- misc Mana/s.crit +3.00 Max.vim +10.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+1 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 100.00 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.5 - 22.8 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str 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 251.16 to 753.48 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 598.78 to 1197.56 physical damage (based on Strength) to each. Uses 45 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. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 71.5 - 107.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 blight +16 darkness On Hit: * 35% chance to disease * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 8 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Dex +3 Mag ----- def ----- Fatigue -6% ---------- misc See.Invis +12 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +23 mind +16 darkness Against +7% Living On Hit.r1 +8 physical On Hit: * 31% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Dex +2 Wil +5 Cun dps ---------- Mind.crit +11% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% physical ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Acc +9 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +6% acid +6% fire +3% blight Disarm- +29% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 35.0 - 56.0 Arcane Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 arcane +14 fire On Crit.r2 +8 arcane While equipped: dps ---------- Melee Ret 20 arcane ----- def ----- Resists +5% arcane Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T1 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit: * 8% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil +2 Cun +3 Con dps ---------- Phys.crit +9.0% Res.pen +8% lightning Acc +8 (+1 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+4 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+3 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 13 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 130.59 physical (gravity) damage. Each target moved beyond the first increases the damage by 16.32 (up to a maximum of 65.30 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 120% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+5 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 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Acc +6 (+1 eff.) On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +10 (+3 eff.) Die.at -40.00 life Max.HP +72.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +11% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +19 (+5 eff.) ----- def ----- Phys.save +13 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 17 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 51.88 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Cun dps ---------- Melee Ret 8 physical ----- def ----- Defense +10 (+4 eff.) Rng.Def +9 (+3 eff.) Phys.save +39 (+12 eff.) HP.reg +0.60 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 [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +9 (+3 eff.) Resists +9% nature +9% acid Phys.save +11 (+4 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+0 eff.) Apr +3 Melee Ret 8 fire ----- def ----- Defense +1 (+1 eff.) Resists +12% light Phys.save +12 (+4 eff.) Mind.save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +22.00% Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] While equipped: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+4 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +25 (+7 eff.) Blind- +50% ---------- 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 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+4 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+3 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Acc +8 (+1 eff.) Apr +7 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) 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] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +21% nature ----- def ----- Armour +4 Fatigue +3% Resists +12% nature Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Infravis +2 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 [Random Unique] Master While equipped: Stats +10 Lck +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +6 ----- def ----- Armour +14 Fatigue +3% Resists +3% fire Stealth +8 Knockbk- +5% Teleport- +5% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +10 Defense +16 (+6 eff.) Fatigue -2% Resists +3% acid +6% temporal Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.enc +30 Infravis +1 Evasion: (Instant) Puts all charms on 27 cooldown Level 3.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +12% darkness Res.pen +25% darkness ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +7% temporal +9% darkness A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 11 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 85.88 fire damage and 74.51 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 111.32 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. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Con dps ---------- Spell.pwr +4 (+0 eff.) Melee+ 13 physical Dmg.mod +4% physical Res.pen +10% arcane Phasing +40% Acc +18 (+3 eff.) ----- def ----- Armour +11 Phys.save +30 (+10 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +33% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. 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 +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +3.0% Mind.pwr +8 (+2 eff.) ----- def ----- Armour +2 Die.at -40.00 life HP.reg +2.60 ---------- misc Stam/turn +1.10 Max.stam +21.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +2 HP.reg +3.20 ---------- misc Stam/turn +0.80 Psi/turn +0.16 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +0 Defense +4 (+2 eff.) Fatigue +4% Resists +10% fire Meteor Rain: Level 2.0 Pwr.cost 42 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 56.29 fire and 75.33 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 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 1.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +3% Dmg.mod +11% blight +11% arcane Res.pen +15% fire Melee Ret 16 darkness 10 vim draining blight ----- def ----- Resists +5% blight +14% darkness Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 23 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 13%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +12% darkness Res.pen +25% darkness ----- def ----- Armour +4 Fatigue +4% Resists +5% blight +14% darkness Spell.save +10 (+3 eff.) Mind.save +8 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +9% blight Res.pen +25% blight +25% mind Melee Ret 20 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +3 (+1 eff.) Resists +6% blight ---------- misc Infravis +9 See.Stealth +12 See.Invis +19 Circle of Warding: (Instant) Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 29%, and attempts to push all creatures other than yourself out of its radius, inflicting 7.38 light damage and 6.91 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A cap made of leather. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns. Uses 45 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +5% Phys.pwr +11 (+3 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +10 (+3 eff.) Mov.spd +20% ----- def ----- Armour +4 Defense +4 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +7% Resists +12% lightning A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 9 light ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +21% blight +23% darkness Max.HP +49.00 HP.reg +2.20 Heal.mod +19% ---------- misc Light +1 A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 52.5 - 73.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 56 Ranged+ +41 nature On Hit.r1 +28 nature On Crit.r2 +20 nature On Hit: * 41 arcane resource burn While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T4 arrow ammo [Rare] Arcane Power 43.5 - 60.9 Light Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 17 Ranged+ +26 lightning +28 blight On Hit.r1 +24 blight On Crit.r2 +12 light +8 blight On Hit: * 40% chance to blind * 41% chance to disease * 41% chance to cause random gloom * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 16 Ranged+ +11 lightning +8 light +4 nature Against +8% Undead On Hit.r1 +4 nature On Crit.r2 +12 fire On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 10% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T2 arrow ammo [Ego] Master Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +14 Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 bleed On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego] Nature/Master Power 59.5 - 83.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +9 nature +12 temporal Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Random Unique] Nature/Master/Psionic Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +17.5% Capacity 21 Ranged+ +24 lightning +20 darkness +33 fire +15 mind On Crit.r2 +4 lightning +17 fire On Hit: * 40% chance to daze at end of turn * 20% chance to torment the target On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (113 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 374/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 495.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T1 shot ammo [Normal] Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 32 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% light Phys.save +6 (+2 eff.) Blind- +15% Poison- +20% Cut- +10% Disarm- +10% Confus- +20% Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 18 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Uthenia the Thalore Archer level 30
69th Regrowth 123rd year of Ascendancy at 23:49 see stats
By Uthenia the Thalore Archer level 36
13rd Pyre 123rd year of Ascendancy at 14:13 see stats
By Uthenia the Thalore Archer level 29
13rd Regrowth 123rd year of Ascendancy at 11:05 see stats
By Uthenia the Thalore Archer level 28
6th Regrowth 123rd year of Ascendancy at 09:22 see stats
By Uthenia the Thalore Archer level 38
19th Pyre 123rd year of Ascendancy at 16:32 see stats
By Uthenia the Thalore Archer level 37
15th Pyre 123rd year of Ascendancy at 09:39 see stats
By Uthenia the Thalore Archer level 3
75th Pyre 122nd year of Ascendancy at 16:58 see stats
By Uthenia the Thalore Archer level 32
6th Pyre 123rd year of Ascendancy at 14:00 see stats
By Uthenia the Thalore Archer level 21
72nd Haze 122nd year of Ascendancy at 21:02 see stats
By Uthenia the Thalore Archer level 19
40th Haze 122nd year of Ascendancy at 09:41 see stats
By Uthenia the Thalore Archer level 31
76th Regrowth 123rd year of Ascendancy at 19:41 see stats
By Uthenia the Thalore Archer level 37
15th Pyre 123rd year of Ascendancy at 10:18 see stats
By Uthenia the Thalore Archer level 17
33rd Haze 122nd year of Ascendancy at 08:38 see stats
By Uthenia the Thalore Archer level 17
33rd Haze 122nd year of Ascendancy at 00:21 see stats
By Uthenia the Thalore Archer level 24
1st Wintertide 123rd year of Ascendancy at 16:16 see stats
By Uthenia the Thalore Archer level 30
72nd Regrowth 123rd year of Ascendancy at 16:19 see stats
By Uthenia the Thalore Archer level 17
21st Haze 122nd year of Ascendancy at 12:11 see stats
By Uthenia the Thalore Archer level 10
10th Mirth 122nd year of Ascendancy at 11:59 see stats
By Uthenia the Thalore Archer level 20
48th Haze 122nd year of Ascendancy at 02:08 see stats
By Uthenia the Thalore Archer level 30
59th Regrowth 123rd year of Ascendancy at 00:24 see stats
By Uthenia the Thalore Archer level 40
64th Pyre 123rd year of Ascendancy at 11:57 see stats
By Uthenia the Thalore Archer level 12
46th Dusk 122nd year of Ascendancy at 01:11 see stats
By Uthenia the Thalore Archer level 26
8th Allure 123rd year of Ascendancy at 12:43 see stats
By Uthenia the Thalore Archer level 26
4th Regrowth 123rd year of Ascendancy at 00:16 see stats
By Uthenia the Thalore Archer level 20
48th Haze 122nd year of Ascendancy at 12:00 see stats
By Uthenia the Thalore Archer level 32
76th Regrowth 123rd year of Ascendancy at 23:53 see stats
By Uthenia the Thalore Archer level 8
5th Mirth 122nd year of Ascendancy at 03:11 see stats
By Uthenia the Thalore Archer level 37
18th Pyre 123rd year of Ascendancy at 16:05 see stats
By Uthenia the Thalore Archer level 8
6th Mirth 122nd year of Ascendancy at 11:34 see stats
By Uthenia the Thalore Archer level 23
76th Haze 122nd year of Ascendancy at 14:13 see stats
By Uthenia the Thalore Archer level 17
33rd Haze 122nd year of Ascendancy at 08:48 see stats
By Uthenia the Thalore Archer level 27
6th Regrowth 123rd year of Ascendancy at 03:46 see stats
Log
Today is the 66th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 23:38.
There is an item here: Helm of the Dominated (0 def, 9 armour)
Uthenia deactivates Daunting Presence.
Uthenia deactivates Concealment.
Uthenia deactivates Piercing Ammunition.
Uthenia deactivates Elemental Harmony.
Uthenia deactivates Precise Strikes.
Uthenia deactivates Aim.
Uthenia deactivates Intuitive Shots.
Uthenia deactivates Trained Reactions.