









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 50 / 1089% |
Size | medium |
Lifes / Deaths | Killed by Porynn the minotaur at level 20 on the 61st Haze 122nd year of Ascendancy at 09:55 / 3Killed by orc high cryomancer at level 45 on the 3rd Decay 123rd year of Ascendancy at 01:38 Killed by Glorossra the sandworm at level 50 on the 57th Pyre 124th year of Ascendancy at 16:45 |
Primary Stats
Strength | 45 (base 18) |
Dexterity | 125 (base 60) |
Constitution | 31 (base 7) |
Magic | 105 (base 57) |
Willpower | 52 (base 36) |
Cunning | 116 (base 64) |
Resources
Life | -197/1220 |
Mana | 348/604 |
Stamina | 239/352 |
Healing Factor | 1.6358714593979 |
Regeneration | 6.2981051186826 |
Speed
Mental | +4.9737991503207E-12% |
Attack | 0% |
Movement | 0% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 47.556973735291 |
See Invisible | 47.556973735291 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 156 |
Accuracy | 81 |
Crit Chance | 87% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | 101 |
Accuracy | 81 |
Crit Chance | 92% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 36% |
Speed | 0.99999999999995 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Cold | +41% |
Darkness | +70% |
Mind | +15% |
All | +6% |
Offense: Damage Penetration
Nature | +61% |
Darkness | +64% |
Arcane | +50% |
All | +35% |
Defense: Base
Armour (hardiness) | 39 (86.698366348915%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 44 |
Mental Save | 55 |
Defense: Resistances
Lightning | + 23%( 70%) |
Acid | + 18%( 70%) |
Darkness | + 64%( 70%) |
Temporal | + 41%( 70%) |
Cold | + 51%( 70%) |
Physical | + 24%( 70%) |
Mind | + 18%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 55% |
Teleport Resistance | 20% |
Blind Resistance | 10% |
Silence Resistance | 81% |
Bleed Resistance | 80% |
Pinning Resistance | 46% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 76% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 898 life over 5 turns. Its effects scale with your Dexterity stat. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 311.64 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Belinne the cave troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by elder vampire. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Belidana the skeleton warrior. Escort: repented thief (level 3 of Dreadfell) | failed |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2263. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mastery. 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. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +5 Cun +6 Con dps ---------- Phys.pwr +25 (+6 eff.) Res.pen +26% nature ----- def ----- Armour +9 Phys.save +21 (+7 eff.) Mind.save +25 (+8 eff.) Silence- +47% Confus- +45% Stun/Frz- +50% ---------- misc Spell.cld 10% A pair of boots made of leather. This object's appearance was changed to Invisible. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Res.pen +15% arcane +10% all Apr +11 Melee Ret 10 physical ----- def ----- Defense +10 (+2 eff.) Die.at -80.00 life ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex +6 Wil +5 Cun dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +18% darkness Res.pen +10% darkness Apr +8 On Hit (Melee): * 10% chance to reduce damage dealt by 24% * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +5 Fatigue +5% Resists +3% mind +10% physical Phys.save +14 (+5 eff.) A cap made of leather. This object's appearance was changed to Invisible. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce armor by 42% * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +7 Fatigue +5% Phys.save +13 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +9 (+3 eff.) Max.HP +50.00 Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Assassin's Surprise. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Max.HP +80.00 Blind- +10% Knockbk- +20% Teleport- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 62 lightning damage and will be dazed for 1 turn (313 total damage) Puts all charms on 13 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex +5 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% darkness +6% all Res.pen +5% darkness ----- def ----- Resists +9% darkness Spell.save +10 (+4 eff.) Max.HP +26.00 Silence- +34% Disarm- +34% Pinning- +25% Knockbk- +36% ---------- misc Mana/turn +0.23 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +5 (+1 eff.) Apr +4 ----- def ----- Resists +3% acid +3% darkness Die.at -20.00 life Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% cold ----- def ----- Heal.mod +23% Cut- +80% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +8 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +8 Dex +12 Mag +7 Wil +10 Cun +11 Con dps ---------- Phys.crit +15.0% Acc +15 (+3 eff.) ----- def ----- Defense +13 (+2 eff.) Resists +9% lightning Disarm- +31% ---------- misc Mana/turn +0.24 Max.vim +20.00 Sharp, short and deadly. This object's appearance was changed to Mercy. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +5 Dex dps ---------- Phys.crit +18.0% Mind.crit +13% Crit.mult +11.00% Phys.pwr +4 (+1 eff.) ----- def ----- HP.reg +3.60 Heal.mod +24% ---------- misc Equi/ret +0.20 Hate/m.crit +2.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +6 Dex +3 Cun +3 Con dps ---------- Dmg.mod +17% darkness +9% cold Res.pen +14% darkness Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +12% cold Spell.save +6 (+2 eff.) Stealth +17 ---------- misc Stam/turn +0.50 Masteries +0.40 Technique/Combat training 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 kruk cloak. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns. Uses 43 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. This object's appearance was changed to Rags of the Sanctuary of Angolwen. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 63.32 physical damage and 126.63 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 darkness, 4 cold, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +12% cold ---------- misc Masteries +0.11 Cunning/Dirty fighting Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +8 Dex +5 Wil dps ---------- Crit.mult +15.00% Res.pen +25% mind Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
![]() 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 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Cun +4 Con dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% darkness Mind.save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 360 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (172). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +10% mind +9% temporal Confus- +30% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +10 (+2 eff.) Melee Ret 8 physical ----- def ----- Resists +23% lightning Phys.save +9 (+3 eff.) Max.HP +60.00 HP.reg +5.00 Stun/Frz- +25% ---------- misc Hate/m.crit +2.00 Max.stam +20.00 Masteries +0.34 Spell/Divination +0.34 Technique/Duelist Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +6% temporal +7% light +18% blight +8% physical +6% darkness Res.pen +10% fire Melee Ret 4 blight ----- def ----- Armour +7 Defense +8 (+1 eff.) Resists +6% blight +9% fire +5% arcane Res.Cap +5% all Phys.save +25 (+9 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 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 T5 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +21% nature +30% blight Poison- +41% Disease- +36% ---------- misc Masteries +0.40 Technique/Combat veteran +0.40 Technique/Mobility Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con +6 Mag dps ---------- Crit.mult +20.00% Spell.pwr +14 (+3 eff.) Dmg.mod +14% blight +14% fire +6% darkness Res.pen +20% arcane ----- def ----- Phys.save +21 (+7 eff.) Spell.save +23 (+8 eff.) Mind.save +24 (+7 eff.) ---------- misc Light +2 Masteries +0.33 Spell/Conveyance +0.33 Technique/Combat training Amulets make your neck look great! |
![]() 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 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% darkness ----- def ----- Defense +5 (+1 eff.) Resists +22% lightning +5% arcane +12% darkness Stun/Frz- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +10% blight +4% all Acc +8 (+1 eff.) Apr +8 Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Defense +7 (+1 eff.) Resists +10% blight Silence- +24% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.13 Disengage: Puts all charms on 9 cooldown Level 2.6 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +3% temporal Max.HP +20.00 HP.reg +4.00 Heal.mod +5% Poison- +20% Disarm- +44% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +14 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +9% cold ----- def ----- Resists +2% physical +9% cold Mind.save +7 (+3 eff.) Confus- +27% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Res.pen +25% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+1 eff.) Resists +6% temporal +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.01 cold and 15.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Blind- +26% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +15% lightning ----- def ----- Armour +10 Crit.chn- 15.00% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% nature Acc +4 (+1 eff.) Melee Ret 4 nature 2 light On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +23% nature +9% light Max.HP +56.00 HP.reg +13.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% darkness +6% cold Res.pen +25% cold ----- def ----- Resists +6% lightning +18% cold Phys.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Mov.spd +13% Dmg.mod +18% cold +3% mind +6% all Res.pen +5% mind Acc +20 (+4 eff.) Melee Ret 6 cold ----- def ----- Defense +9 (+1 eff.) Resists +9% mind +30% cold Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 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 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +14% nature +6% all Res.pen +10% mind Acc +12 (+2 eff.) Apr +11 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +22 (+4 eff.) Resists +6% light +31% nature +15% darkness Disengage: Puts all charms on 9 cooldown Level 2.6 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +9 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +9 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +11 (+4 eff.) Melee+ 17 physical Ranged+ 14 physical Dmg.mod +13% light +6% all On Hit (Melee): * 16% chance to reduce all saves and defense by 29 On Hit (Ranged): * 14% chance to reduce all saves and defense by 29 ----- def ----- Armour +6 Resists +6% darkness +26% light +5% arcane Cut- +20% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +16 Resists +5% arcane Spell.save +6 (+2 eff.) Max.HP +60.00 Poison- +20% Disease- +20% Silence- +29% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +18% physical ----- def ----- Armour +16 Defense +25 (+4 eff.) Resists +5% arcane Blind- +37% ---------- misc Max.stam +30.00 Infravis +5 See.Stealth +15 See.Invis +14 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +10 Str +4 Dex +4 Mag +4 Wil +4 Cun +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +4 Con dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Defense +30 (+5 eff.) Resists +6% darkness +6% fire Spell.save +12 (+4 eff.) Poison- +20% Silence- +40% ---------- misc Mana/turn +0.30 Max.stam +24.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +19% darkness Res.pen +10% blight Acc +16 (+3 eff.) Melee Ret 4 blight 2 light ----- def ----- Resists +38% darkness +18% blight Max.HP +41.00 Disarm- +37% Pinning- +36% Knockbk- +37% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +4 Cun dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 33 physical Ranged+ 18 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 29 On Hit (Ranged): * 14% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil +25 Con dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Rings make your fingers look great! |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +16% physical ----- def ----- Disarm- +35% Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% acid +18% fire +9% darkness +12% cold Res.pen +25% fire +15% physical Acc +25 (+5 eff.) Apr +14 Melee Ret 4 acid 6 fire ----- def ----- Resists +15% acid Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +17 (+3 eff.) Apr +13 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 251.87 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Darkness Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Light Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 30% Cun, 40% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) 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 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Dex, 65% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 blight On Hit.r1 +8 fire On Hit: * 30% chance to reduce strength, dexterity, and constitution by 32 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +22.00% Apr +15 ----- def ----- Armour +2 Resists +3% mind +3% darkness +6% light HP.reg +2.00 Pinning- +21% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Nature/Psionic Power 148% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 mind +17 nature On Hit: * 34% chance to reduce all saves and defense by 29 While equipped: Stats +4 Cun +4 Wil Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Res.pen +12% physical Acc +18 (+3 eff.) Apr +11 Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +11 Con +6 Wil dps ---------- Phys.crit +4.0% Acc +11 (+2 eff.) ----- def ----- Max.HP +70.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +9 Mag +10 Cun +7 Con dps ---------- Dmg.mod +6% physical +18% light +16% darkness ----- def ----- Armour +26 Fatigue +8% Resists +18% light +19% darkness Phys.save +14 (+5 eff.) Die.at -40.00 life ---------- misc Wards +6 lightning +7 temporal +7 darkness +8 fire +8 nature +6 blight +7 cold +7 arcane +7 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Mag +6 Wil ----- def ----- Resists +11% blight +15% all Max.HP +78.00 HP.reg +4.40 Heal.mod +19% ---------- misc Mana/turn +0.34 Psi/turn +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +10 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 20 acid 23 fire Res.pen +20% light Melee Ret 15 acid 11 fire ----- def ----- Armour +8 Defense +34 (+6 eff.) Fatigue +8% Resists +30% acid +30% fire +9% light +6% nature Phys.save +17 (+6 eff.) Stun/Frz- +10% ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% lightning +12% mind Res.pen +25% acid Melee Ret 6 mind ----- def ----- Resists +30% lightning +12% mind Mind.save +11 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +6 (+1 eff.) Phys.save +12 (+4 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 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 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +14% darkness +6% lightning Res.pen +9% darkness +15% fire ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +17% darkness +15% light Stealth +11 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 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +2 Con +7 Lck dps ---------- Phys.crit +2.0% Mind.crit +2% Crit.mult +20.00% Melee Ret 10 mind 4 acid ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Stealth +7 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% fire Acc +15 (+3 eff.) ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +3.00 Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Wil +3 Cun +8 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +23% Stun/Frz- +26% ---------- misc Stam/turn +0.80 Max.stam +11.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Wil +4 Cun +5 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Mind.pwr +31 (+10 eff.) Dmg.mod +3% mind Apr +7 ----- def ----- Armour +5 Fatigue -3% Resists +3% darkness Phys.save +40 (+14 eff.) Mind.save +21 (+7 eff.) ---------- misc Max.enc +50 Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Con dps ---------- Melee+ 9 blight Dmg.mod +3% blight Melee Ret 4 darkness ----- def ----- Armour +10 Hardiness +7% Resists +6% blight +7% physical +6% darkness Phys.save +16 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +20% ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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 T4 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 10 cold Dmg.mod +7% cold Acc +9 (+2 eff.) Apr +11 ----- def ----- Armour +3 Resists +11% blight +7% cold Spell.save +18 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Phys.crit +2.0% Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +12% darkness +12% physical ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +19% darkness +14% physical Phys.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Max.hate +14.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 T5 head armor [Ego] Master While equipped: Stats +8 Str ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Cun +1 Str dps ---------- Dmg.mod +3% arcane Res.pen +5% darkness ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +9% cold Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 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 265.20 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. |
![]() 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +6 See.Stealth +11 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- Spell.crit +10% Crit.mult +25.00% Spell.pwr +7 (+1 eff.) S.pwr/crit +4 ----- def ----- Resists +22% blight +5% temporal +16% darkness +7% cold Def/telep +15 Res/telep +14% Dur/telep +14% ---------- misc Vim/s.crit +1.00 Light +5 Infravis +8 See.Invis +19 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 8, dealing 657.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Dex +2 Mag +2 Cun dps ---------- Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +15% light ---------- misc Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Phys.pwr +20 (+5 eff.) Res.pen +20% mind Acc +10 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +30 (+5 eff.) ---------- misc Stam/turn +3.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 286 physical damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Blind- +20% Disarm- +10% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 117 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str dps ---------- Melee Ret 8 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% blight ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 898 Base Damage: 388 Armor: 35 All Resist: 9 Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 14, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Vin the Cornac Shadowblade level 37
45th Dusk 123rd year of Ascendancy at 08:17 see stats
By Vin the Cornac Shadowblade level 40
53rd Dusk 123rd year of Ascendancy at 05:46 see stats
By Vin the Cornac Shadowblade level 50
17th Pyre 124th year of Ascendancy at 18:56 see stats
By Vin the Cornac Shadowblade level 40
51st Dusk 123rd year of Ascendancy at 15:21 see stats
By Vin the Cornac Shadowblade level 45
77th Haze 123rd year of Ascendancy at 17:58 see stats
By Vin the Cornac Shadowblade level 46
3rd Decay 123rd year of Ascendancy at 21:03 see stats
By Vin the Cornac Shadowblade level 50
80th Regrowth 124th year of Ascendancy at 03:58 see stats
By Vin the Cornac Shadowblade level 43
71st Haze 123rd year of Ascendancy at 10:07 see stats
By Vin the Cornac Shadowblade level 19
55th Haze 122nd year of Ascendancy at 17:16 see stats
By Vin the Cornac Shadowblade level 10
66th Dusk 122nd year of Ascendancy at 12:38 see stats
By Vin the Cornac Shadowblade level 42
60th Dusk 123rd year of Ascendancy at 03:31 see stats
By Vin the Cornac Shadowblade level 36
39th Dusk 123rd year of Ascendancy at 02:18 see stats
By Vin the Cornac Shadowblade level 25
5th Allure 123rd year of Ascendancy at 11:43 see stats
By Vin the Cornac Shadowblade level 32
23rd Pyre 123rd year of Ascendancy at 22:52 see stats
By Vin the Cornac Shadowblade level 42
59th Dusk 123rd year of Ascendancy at 02:31 see stats
By Vin the Cornac Shadowblade level 33
43rd Pyre 123rd year of Ascendancy at 13:04 see stats
By Vin the Cornac Shadowblade level 47
4th Decay 123rd year of Ascendancy at 15:27 see stats
By Vin the Cornac Shadowblade level 50
29th Pyre 124th year of Ascendancy at 19:19 see stats
By Vin the Cornac Shadowblade level 10
66th Dusk 122nd year of Ascendancy at 12:37 see stats
By Vin the Cornac Shadowblade level 20
56th Haze 122nd year of Ascendancy at 13:07 see stats
By Vin the Cornac Shadowblade level 30
20th Regrowth 123rd year of Ascendancy at 14:55 see stats
By Vin the Cornac Shadowblade level 40
50th Dusk 123rd year of Ascendancy at 18:21 see stats
By Vin the Cornac Shadowblade level 50
48th Regrowth 124th year of Ascendancy at 05:14 see stats
By Vin the Cornac Shadowblade level 31
11st Pyre 123rd year of Ascendancy at 00:51 see stats
By Vin the Cornac Shadowblade level 30
21st Regrowth 123rd year of Ascendancy at 23:37 see stats
By Vin the Cornac Shadowblade level 50
16th Pyre 124th year of Ascendancy at 06:49 see stats
By Vin the Cornac Shadowblade level 39
50th Dusk 123rd year of Ascendancy at 11:23 see stats
By Vin the Cornac Shadowblade level 42
60th Dusk 123rd year of Ascendancy at 05:20 see stats
By Vin the Cornac Shadowblade level 50
18th Pyre 124th year of Ascendancy at 07:46 see stats
By Vin the Cornac Shadowblade level 6
78th Pyre 122nd year of Ascendancy at 14:05 see stats
By Vin the Cornac Shadowblade level 50
18th Pyre 124th year of Ascendancy at 07:46 see stats
By Vin the Cornac Shadowblade level 14
31st Haze 122nd year of Ascendancy at 22:24 see stats
By Vin the Cornac Shadowblade level 48
10th Allure 124th year of Ascendancy at 13:48 see stats
By Vin the Cornac Shadowblade level 30
58th Regrowth 123rd year of Ascendancy at 16:41 see stats
By Vin the Cornac Shadowblade level 24
73rd Haze 122nd year of Ascendancy at 07:26 see stats
By Vin the Cornac Shadowblade level 17
44th Haze 122nd year of Ascendancy at 21:28 see stats
By Vin the Cornac Shadowblade level 20
61st Haze 122nd year of Ascendancy at 09:55 see stats
By Vin the Cornac Shadowblade level 39
50th Dusk 123rd year of Ascendancy at 16:32 see stats
Log
Crippling Poison from Glorossra the sandworm hits Vin for 85 nature damage.
Glorossra the sandworm's Tornado hits Vin for 20 lightning damage.
Deadly Poison from Emelirin the naga myrmidon hits Vin for 52 nature damage.
Emelirin the naga myrmidon receives 27 healing from Deadly Poison from Emelirin the naga myrmidon.
Vin receives 36 healing from Temporal Restoration Field.
Epidemic from Worm that walks hits Vin for 63 blight damage.
Worm that walks hits Vin for (72 reacted , -5 stam), 77 blight (77 total damage).
Vin fails to use Phase Door.
Glorossra the sandworm uses Static Field.
Vin resists the static field!
Carrion worm mass is caught in the static field!
Glorossra the sandworm hits Carrion worm mass for 229 lightning, 204 STATIC (433 total damage).
Vin resists the punch!
Glorossra the sandworm's Tornado hits Vin for 107 lightning, 70 physical (177 total damage).
Glorossra the sandworm's Tornado hits Carrion worm mass for 174 lightning damage.
Vin's can be afflicted again.
Talent Shadowstep is ready to use.
Crippling Poison from Glorossra the sandworm hits Vin for 85 nature damage.
Deadly Poison from Emelirin the naga myrmidon hits Vin for (52 ignored), 0 nature (0 total damage).
Vin receives 36 healing from Temporal Restoration Field.
Epidemic from Worm that walks hits Vin for 63 blight damage.
Vin uses Infusion: Regeneration.
Vin starts regenerating health quickly.
Carrion worm mass's wormblight area effect hits Vin for 3 blight damage.
Glorossra the sandworm uses Prismatic Slash.
Glorossra the sandworm misses Vin.
Glorossra the sandworm hits Vin for 117 physical damage.
Vin the level 50 cornac shadowblade was splattered to death by Glorossra the sandworm on level 3 of Erúan.