











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Summoner |
Level / Exp | 43 / 94% |
Size | small |
Lifes / Deaths | Killed by Lrodiomb the thalore at level 14 on the 48th Haze 122nd year of Ascendancy at 18:32 0 / 9Killed by temporal stalker at level 19 on the 76th Haze 122nd year of Ascendancy at 16:51 Killed by venom drake at level 25 on the 32nd Pyre 123rd year of Ascendancy at 16:53 Killed by Briagh, Great Sand Wyrm at level 37 on the 1st Haze 123rd year of Ascendancy at 19:05 Killed by fire drake at level 38 on the 20th Haze 123rd year of Ascendancy at 16:22 Killed by ritch flamespitter at level 41 on the 47th Pyre 124th year of Ascendancy at 08:37 Killed by The Shade of Telos at level 42 on the 4th Mirth 124th year of Ascendancy at 05:56 Killed by The Shade of Telos at level 42 on the 10th Flare 124th year of Ascendancy at 05:12 Killed by orc necromancer at level 43 on the 6th Dusk 124th year of Ascendancy at 06:48 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 33 (base 20) |
Constitution | 62 (base 45) |
Magic | 27 (base 7) |
Willpower | 110.98976880169 (base 63) |
Cunning | 62.91069846765 (base 14) |
Resources
Life | -304/898 |
Equilibrium | 89 |
Healing Factor | 1.4962068965517 |
Regeneration | 2.1694999999999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38% |
Spell | 0% |
Global | +117.29957955368% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 37.119173733861 |
See Invisible | 49.119173733861 |
Offense: Mainhand
Damage | 127 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 123 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +9% |
Mind | +30% |
Physical | +15% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Arcane | +15% |
Light | +15% |
Mind | +30% |
Defense: Base
Armour (hardiness) | 40 (58.391959798995%) |
Defense | 45 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 33 |
Mental Save | 68 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | -26%( 70%) |
Arcane | 0%( 70%) |
Cold | 0%( 70%) |
All | -5%( 70%) |
Mind | + 21%( 70%) |
Lightning | + 10%( 70%) |
Light | + 8%( 70%) |
Temporal | + 4%( 70%) |
Physical | 0%( 70%) |
Darkness | + 1%( 70%) |
Fire | + 20%( 70%) |
Nature | -26%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Confusion Resistance | 100% |
Silence Resistance | 65% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 19% for 7 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 485 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
detrimental effect | The target is on fire, taking 40.44 fire damage per turn. Burning |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target takes 31% more damage from necrotic minions. Rigor Mortis |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by giant army ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by orc archer. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Willpower by +1. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Daikara) | failed |
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 Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 438. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Cun +4 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue -3% Resists +6% lightning +3% temporal +12% light Phys.save +38 (+12 eff.) Mind.save +26 (+7 eff.) ---------- misc Max.enc +38 A pair of boots made of leather. This object's appearance was changed to Cinderfeet. |
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 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 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 3, doing 15.03 cold damage and 17.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Cun +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% light Res.pen +15% light +15% arcane Acc +9 (+4 eff.) Melee Ret 8 physical On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +5% arcane Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 569.4 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. This object's appearance was changed to Aletta's Diadem. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +8 Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Snow Giant Wraps. |
Tool | ![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Max.HP +58.00 HP.reg +1.00 Heal.mod +16% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +12 (+2 eff.) Mov.spd +18% Acc +10 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Blinding Speed: Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 423 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 125% Wil, 28% Cun Mastery Psiblades Acc uses Wil Apr +47 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +23 (+4 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 58.25 mind damage, 49.29 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.23 mind and 4.43 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This object's appearance was changed to Core of the Forge. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +8 Mag +2 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Armour +10 Resists +6% acid ---------- misc Infravis +3 See.Invis +12 Create a temporary shield that absorbs 236 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 125% Wil, 28% Cun Mastery Psiblades Acc uses Wil Apr +47 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.crit +9% Mind.pwr +30 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Mind.save +15 (+4 eff.) Confus- +30% ---------- misc Masteries +0.20 Race/Yeek Wayist: (Instant) Level 1.2 Pwr.cost 54 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +8% acid +6% temporal +6% darkness +9% fire +8% lightning +5% cold Mind.save +30 (+8 eff.) Blind- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +8 Mag +5 Wil +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +13 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +8% Max.HP +53.00 A suit of armour made of leather. This object's appearance was changed to ???. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 291 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -448 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. 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 27 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 20 for 9 turns. While Heroism is active, you will only die when reaching -698 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. 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 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 28% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 235 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 19) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any animal around. 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 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +12% fire ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% acid +4% physical Crit.dmg- 15.00% Silence- +10% 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 27 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +9% mind Spell.save +30 (+12 eff.) Poison- +30% Disarm- +10% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% temporal Melee Ret 12 temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% HP.reg +0.60 Heal.mod +12% Blind- +21% Cut- +60% ---------- misc Stam/turn +0.90 Infravis +5 Sight +2 See.Invis +7 Heal: Puts all charms on 32 cooldown Level 1.0 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 324 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +2.0% Crit.mult +9.00% Dmg.mod +12% nature Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Phys.save +6 (+2 eff.) Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+5 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +42.00 HP.reg +1.10 ---------- misc Masteries +0.26 Cunning/Survival +0.26 Wild-gift/Summoning (utility) Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +7 Con ----- def ----- Phys.save +16 (+6 eff.) Max.HP +49.00 HP.reg +1.10 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Dex +6 Wil ----- def ----- Teleport- +50% Teleport you randomly (rad 51) Puts all charms on 14 cooldown Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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] Master While equipped: dps ---------- Dmg.mod +24% darkness +6% temporal Res.pen +15% darkness Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness HP.reg +2.20 Stun/Frz- +25% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +2 Str dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -6% Resists +24% light +9% fire ---------- misc Light +2 Telepathy Humanoid/Orc Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature Acc +15 (+6 eff.) Apr +13 Melee Ret 16 nature ----- def ----- Defense +14 (+5 eff.) Resists +12% acid Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T4 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Res.pen +20% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction ----- def ----- Armour +14 Resists +15% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+4 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 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. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% lightning Acc +9 (+4 eff.) Apr +9 Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +9 (+3 eff.) Resists +3% light Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +7 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +13% arcane ----- def ----- Resists +13% arcane Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +14% arcane ----- def ----- Resists +14% arcane Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +12 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Max.HP +32.00 Disarm- +24% Pinning- +26% Knockbk- +30% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Wil dps ---------- Acc +11 (+5 eff.) Apr +11 ----- def ----- Defense +12 (+4 eff.) Mind.save +12 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Rings can have magical properties. |
![]() 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 40% Wil, 60% Mag, 60% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 13.50 arcane and 13.50 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+12 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 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 85% 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 (+3 eff.) Dmg.mod +20% cold +20% fire Res.pen +12% cold +12% fire ----- def ----- Resists +20% cold +20% fire Spell.save +12 (+6 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.5 - 19.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +5% mind +3% darkness Melee Ret 5 mind 2 darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.40 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. This object's appearance was changed to Thermal Focus. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.5 - 19.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 acid On Hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +8% nature +6% acid Res.pen +5% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +10% blight Disease- +19% 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. This object's appearance was changed to Thermal Focus. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural fire should be returned to the wyrm. Power 17.5 - 19.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +5% Dmg.mod +8% fire Res.pen +11% fire Melee Ret 6 fire ----- def ----- Resists +14% fire 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 [Ego] Nature/Disrupt Power 14.0 - 15.4 Nature Uses 85% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 16 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Resists +2% arcane Max.HP +24.00 HP.reg +1.00 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 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.0 - 18.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +6% blight Mind.save +4 (+1 eff.) Disease- +20% ---------- misc Max.psi +26.00 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. |
![]() 5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil 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 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +5% Spell.pwr +24 (+12 eff.) Dmg.mod +30% darkness ----- def ----- HP.reg +1.20 Heal.mod +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego] Arcane Power 55.0 - 88.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +30 Crit +4.0% Atk.spd 100% Phasing +52% Melee+ +21 acid On Crit: * splashes the target with acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 56.0 - 61.6 Physical Uses 40% Wil, 110% Str Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 1 On Hit: 10% Poison Breath 1 On Hit: 10% Acid Breath 1 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 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] Nature While equipped: dps ---------- Dmg.mod +6% arcane +12% fire Res.pen +10% arcane +15% fire Melee Ret 8 arcane 20 fire ----- def ----- Resists +5% arcane Max.HP +44.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +1 Wil ----- def ----- D.Red.from +18% Summoned Mind.save +7 (+2 eff.) Max.HP +49.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% cold +10% fire Spell.save +18 (+8 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 +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% physical +10% temporal 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. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: Stats +4 Str +8 Dex +2 Wil +2 Cun ----- def ----- Armour +3 Defense +3 (+1 eff.) Crit.dmg- 10.00% Phys.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +15% blight +17% mind +18% darkness Phys.save +13 (+5 eff.) Spell.save +18 (+8 eff.) Mind.save +34 (+9 eff.) Max.HP +88.00 HP.reg +3.60 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Wil +7 Mag dps ---------- Dmg.mod +17% physical ----- def ----- Defense +3 (+1 eff.) Resists +17% physical ---------- misc Mana/turn +0.31 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +10 Dex dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Fatigue +3% Phys.save +30 (+10 eff.) Max.HP +40.00 Disengage: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T3 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +3 Wil +3 Cun dps ---------- Melee+ 6 acid 4 fire 5 lightning 5 cold ----- def ----- Armour +2 Resists +7% light +6% darkness ---------- misc Infravis +1 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 44.03 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Melee+ 6 arcane ----- def ----- Armour +1 Resists +4% arcane Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 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 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +8 Cun +8 Con dps ---------- Acc +8 (+4 eff.) Apr +6 ----- def ----- Armour +15 Hardiness +13% Resists +8% physical Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +22 Hardiness +8% Resists +9% physical Phys.save +24 (+8 eff.) Spell.save +7 (+4 eff.) Mind.save +4 (+1 eff.) Disarm- +34% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 4.0 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 223.18 mind damage and cripples the target's higher mental functions, reducing cunning by 20 and confusing (36% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 1.0 T3 head armor [Unique] Arcane/Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +9% blight +8% arcane +12% lightning Res.pen +15% blight Melee Ret 10 vim draining blight ----- def ----- Resists +5% arcane ---------- misc Stam/ret +1.50 Equi/ret +1.10 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 12%, 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. |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Con dps ---------- Melee Ret 12 lightning On Hit (Melee): * 10 arcane resource burn * 15% chance to daze at end of turn ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +3% darkness +12% light +3% fire +14% mind +4% all Phys.save +9 (+3 eff.) Mind.save +14 (+4 eff.) Confus- +25% A cap made of leather. This object's appearance was changed to Aletta's Diadem. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Melee Ret 20 nature ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +9% temporal +9% light +6% blight +12% cold Spell.save +12 (+6 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +1 Con dps ---------- Crit.mult +3.00% Acc +6 (+3 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +5% Resists +19% darkness +18% cold Phys.save +21 (+7 eff.) Stun/Frz- +5% Teleport- +5% ---------- misc Infravis +8 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+13 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T4 massive armor [Ego+] Psionic While equipped: Stats +5 Cun +8 Wil ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Mind.save +18 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +34 Defense +9 (+3 eff.) Fatigue +26% Max.HP +64.00 HP.reg +1.30 Heal.mod +17% A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 90 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 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 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 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. |
![]() 3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +5% mind +8% fire ----- def ----- Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% mind Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Resists +9% darkness +6% lightning Silence- +10% Disarm- +15% Teleport- +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 178 cold damage (based on your Magic). Uses 18 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (158 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 273.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Defense +13 (+5 eff.) Phys.save +15 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +14 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+5 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 308.00 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. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 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. |
![]() 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 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 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: 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 Zrrrk Taa the Yeek Summoner level 28
35th Pyre 123rd year of Ascendancy at 11:32 see stats
By Zrrrk Taa the Yeek Summoner level 27
33rd Pyre 123rd year of Ascendancy at 16:03 see stats
By Zrrrk Taa the Yeek Summoner level 34
27th Dusk 123rd year of Ascendancy at 12:42 see stats
By Zrrrk Taa the Yeek Summoner level 43
3rd Dusk 124th year of Ascendancy at 20:21 see stats
By Zrrrk Taa the Yeek Summoner level 33
22nd Dusk 123rd year of Ascendancy at 12:04 see stats
By Zrrrk Taa the Yeek Summoner level 29
75th Pyre 123rd year of Ascendancy at 13:47 see stats
By Zrrrk Taa the Yeek Summoner level 11
39th Dusk 122nd year of Ascendancy at 10:05 see stats
By Zrrrk Taa the Yeek Summoner level 35
46th Dusk 123rd year of Ascendancy at 17:35 see stats
By Zrrrk Taa the Yeek Summoner level 32
18th Dusk 123rd year of Ascendancy at 02:51 see stats
By Zrrrk Taa the Yeek Summoner level 21
61st Regrowth 123rd year of Ascendancy at 08:39 see stats
By Zrrrk Taa the Yeek Summoner level 20
60th Regrowth 123rd year of Ascendancy at 18:58 see stats
By Zrrrk Taa the Yeek Summoner level 30
6th Mirth 123rd year of Ascendancy at 22:08 see stats
By Zrrrk Taa the Yeek Summoner level 39
45th Regrowth 124th year of Ascendancy at 08:21 see stats
By Zrrrk Taa the Yeek Summoner level 36
46th Dusk 123rd year of Ascendancy at 19:31 see stats
By Zrrrk Taa the Yeek Summoner level 20
10th Regrowth 123rd year of Ascendancy at 15:04 see stats
By Zrrrk Taa the Yeek Summoner level 10
4th Dusk 122nd year of Ascendancy at 14:46 see stats
By Zrrrk Taa the Yeek Summoner level 20
8th Allure 123rd year of Ascendancy at 23:02 see stats
By Zrrrk Taa the Yeek Summoner level 30
5th Mirth 123rd year of Ascendancy at 22:38 see stats
By Zrrrk Taa the Yeek Summoner level 40
12nd Pyre 124th year of Ascendancy at 03:28 see stats
By Zrrrk Taa the Yeek Summoner level 41
44th Pyre 124th year of Ascendancy at 04:41 see stats
By Zrrrk Taa the Yeek Summoner level 11
55th Dusk 122nd year of Ascendancy at 23:50 see stats
By Zrrrk Taa the Yeek Summoner level 31
10th Dusk 123rd year of Ascendancy at 20:35 see stats
By Zrrrk Taa the Yeek Summoner level 33
18th Dusk 123rd year of Ascendancy at 04:39 see stats
By Zrrrk Taa the Yeek Summoner level 11
67th Dusk 122nd year of Ascendancy at 01:59 see stats
By Zrrrk Taa the Yeek Summoner level 10
7th Dusk 122nd year of Ascendancy at 16:38 see stats
By Zrrrk Taa the Yeek Summoner level 37
11st Haze 123rd year of Ascendancy at 11:08 see stats
By Zrrrk Taa the Yeek Summoner level 29
77th Pyre 123rd year of Ascendancy at 11:15 see stats
By Zrrrk Taa the Yeek Summoner level 20
52nd Regrowth 123rd year of Ascendancy at 14:59 see stats
By Zrrrk Taa the Yeek Summoner level 42
10th Flare 124th year of Ascendancy at 05:12 see stats
By Zrrrk Taa the Yeek Summoner level 26
32nd Pyre 123rd year of Ascendancy at 22:26 see stats
Log
Fire drake hatchling feels death coming!
Fire drake hatchling feels death coming!
Zrrrk Taa shrugs off the effect 'Slow'!
Zrrrk Taa feels death coming!
Orc necromancer's Rigor Mortis hits Fire drake hatchling for 332 darkness damage.
Orc necromancer's Rigor Mortis hits Zrrrk Taa for 275 darkness damage.
Orc necromancer's Rigor Mortis hits Fire drake hatchling for 332 darkness damage.
Fire drake performs a melee critical strike against Orc necromancer!
The shield around orc necromancer crumbles.
Orc necromancer leeches life from Fire drake!
Fire drake hits Orc necromancer for 1 healing, (72 absorbed), 108 physical (108 total damage) [1 healing].
Burning from Orc necromancer hits Fire drake hatchling for 7 fire damage.
Burning from Orc necromancer hits Fire drake for 7 fire damage.
Orc necromancer calms down.
Fire drake's devouring flames area effect drains life from Orc necromancer!
Fire drake's devouring flames area effect drains life from Zrrrk Taa!
Fire drake receives 4 healing from Orc necromancer.
Fire drake receives 3 healing from Zrrrk Taa.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Orc necromancer for 25 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Zrrrk Taa for 20 fire damage.
Talent Fire Drake is ready to use.
Burning from Orc necromancer hits Zrrrk Taa for 33 fire damage.
Orc necromancer casts Invoke Darkness.
Orc necromancer's spell attains critical power!
Orc necromancer roars triumphantly.
Saving game...