









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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: 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 28 / 17% |
Size | medium |
Lifes / Deaths | Killed by Cyroma the temporal stalker at level 23 on the 73rd Regrowth 123rd year of Ascendancy at 03:21 / 2Killed by faerlhing at level 28 on the 29th Pyre 123rd year of Ascendancy at 16:30 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 60 (base 50) |
Constitution | 23 (base 10) |
Magic | 68 (base 58) |
Willpower | 33 (base 12) |
Cunning | 16 (base 10) |
Resources
Life | -184/879 |
Mana | 417/437 |
Paradox | 314 |
Healing Factor | 1.1099022211821 |
Regeneration | 4.7170844400238 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000004% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
See Stealth | 26.505895109992 |
See Invisible | 26.505895109992 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 112 |
Accuracy | 55 |
Crit Chance | 28% |
APR | 22 |
Speed | 0.95 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Arcane | +26% |
Cold | +26% |
All | +11% |
Lightning | +24% |
Physical | +26% |
Mind | +35% |
Darkness | +23% |
Nature | +26% |
Offense: Damage Penetration
Physical | +15% |
Acid | +25% |
Darkness | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (68.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 24 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 23%( 70%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Lightning | + 37%( 70%) |
Light | + 29%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 35%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 100% |
Stun Resistance | 95% |
Instadeath Resistance | 100% |
Knockback Resistance | 69% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 642 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 226.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Adomida the bee swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Shardskin. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Mayyth the cold drake hatchling. Escort: temporal explorer (level 1 of Daikara) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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! | 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego+] Master Power 156% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +11.0% Capacity 15 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +10.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind Res.pen +25% acid ---------- 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 light 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% light +18% fire Blast the opponent's mind dealing 148 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +13% lightning +3% arcane +5% all ----- def ----- Resists +26% lightning Max.HP +29.00 Disarm- +23% Pinning- +27% Stun/Frz- +30% Knockbk- +29% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.mana +60.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +6% all On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +10% blight +6% cold +9% nature +6% light Spell.save +3 (+1 eff.) HP.reg +4.00 Poison- +20% Disease- +18% Stun/Frz- +65% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +12% arcane +12% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% light +7% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +50.00 Infravis +2 Unarmed combat: Power 124% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +24 light +15 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 75.04 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +27.00% Phys.pwr +10 (+4 eff.) Res.pen +10% darkness +15% physical Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Stealth +6 Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% acid +9% temporal +11% mind +3% nature Confus- +22% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 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 440 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 nature, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 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 unleash a cone dealing 121.21 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 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 unleash a cone dealing 231.34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 189.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 314.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% nature +25% lightning ----- def ----- Resists +15% lightning +14% mind +6% nature Confus- +25% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% light Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +12% lightning +6% acid Stun/Frz- +23% ---------- misc Infravis +1 See.Invis +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% darkness ----- def ----- Resists +12% lightning +14% fire +9% darkness +14% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +3% light +3% cold ----- def ----- Resists +14% mind +12% cold Mind.save +8 (+4 eff.) Blind- +15% Confus- +43% ---------- misc Light +3 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +23% ---------- misc Masteries +0.15 Chronomancy/Spacetime Folding Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 22% * 7% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% light +21% darkness Res.pen +10% light +15% mind ----- def ----- Resists +12% mind +6% darkness Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil ----- def ----- Resists +17% light +17% darkness Phys.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Blind- +35% Poison- +20% Confus- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Mind.pwr +20 (+6 eff.) Melee Ret 6 mind ----- def ----- Armour +8 Resists +6% cold +19% light +17% darkness Blind- +32% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Mag +1 Wil ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +11% nature +9% mind Res.pen +10% nature ----- def ----- Resists +22% nature +6% fire ---------- misc Equi/ret +0.04 Psi/ret +0.04 Hate/m.crit +4.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% light Acc +4 (+2 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +7% blight +15% cold +7% nature Poison- +18% Disease- +37% Cut- +20% Stun/Frz- +20% ---------- misc Max.stam +30.00 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +3% acid Res.pen +15% lightning +5% acid Melee Ret 6 lightning 6 temporal On Hit (Melee): * 20% chance to reduce armor by 35% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +9% physical Res.pen +10% acid ----- def ----- Resists +28% nature +3% fire Die.at -20.00 life Pinning- +20% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Max.HP +53.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +12% mind ----- def ----- Armour +4 Resists +12% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+4 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +29% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 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 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +3% light +15% fire Acc +16 (+5 eff.) Melee Ret 2 fire ----- def ----- Fatigue -10% Resists +3% light Max.HP +66.00 HP.reg +10.00 Heal.mod +10% ---------- misc Max.enc +37 Light +3 Rings make your fingers look great! |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +24% fire ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 118% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Melee Ret 2 cold ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 122% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +5 lightning +12 cold While equipped: dps ---------- Mov.spd +28% Res.pen +8% lightning +6% cold Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 65% Mag Dmg Physical Mastery Strength of Purpose 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 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 137.15 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 Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Mag Dmg Darkness Mastery Strength of Purpose 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 [Rare] Nature Power 115% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Mag +10 Wil +7 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +6% fire Crit.chn- 15.00% Max.HP +45.00 ---------- misc Max.stam +30.00 Infravis +3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 132% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +6 Mag +6 Wil +7 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 124% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Res.pen +7% all Acc +9 (+3 eff.) Apr +5 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 117% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +13 (+5 eff.) Res.pen +8% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+2 eff.) Heal.mod +16% Heal/summ +14 ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 142% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 19 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Nature/Master Power 139% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego] Master Power 152% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +3% temporal +6% all ----- def ----- Resists +6% temporal +7% all ---------- misc Vim/s.crit +1.00 Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +2 Cun dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +8% lightning +6% physical +9% cold ----- def ----- Resists +6% lightning +7% cold +7% all Die.at -80.00 life ---------- misc Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Dmg.mod +11% blight Res.pen +15% physical ----- def ----- Resists +11% blight +7% all ---------- misc Hate/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 31.58 to 39.48 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +8% physical +8% fire +9% cold ----- def ----- Resists +14% acid +12% physical +11% fire +11% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% fire +6% physical Melee Ret 8 fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire Die.at -60.00 life ---------- misc Max.stam +10.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag +3 Wil +2 Cun +1 Con dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +4% Phys.pwr +16 (+6 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +11 (+3 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +55% lightning +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Resists +6% lightning +5% temporal +9% cold +12% acid A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 2 nature ----- def ----- Defense +1 (+0 eff.) Resists +9% cold +6% fire Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Defense +7 (+2 eff.) Resists +6% temporal Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Dex +3 Mag dps ---------- Dmg.mod +9% mind Melee Ret 4 mind ----- def ----- Defense +7 (+2 eff.) Crit.chn- 15.00% Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +12% darkness +13% temporal Phys.save +7 (+4 eff.) Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% blight +11% cold +3% darkness Spell.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +10% nature Acc +4 (+2 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 53% * 10% chance to reduce armor by 35% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +11 Defense +1 (+0 eff.) Resists +3% acid +6% temporal +12% cold +6% nature +5% arcane Spell.save +3 (+1 eff.) Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +13% temporal Max.HP +41.00 Def/telep +15 Res/telep +12% Dur/telep +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +15% physical Melee Ret 6 mind ----- def ----- Armour +2 Phys.save +3 (+2 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +4 Spell.save +6 (+2 eff.) Blind- +20% Silence- +20% ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +7 Dex dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +10% darkness +15% lightning Melee Ret 2 lightning ----- def ----- Armour +1 Resists +3% darkness A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Acc +20 (+6 eff.) ----- def ----- Armour +5 Resists +5% arcane +9% darkness Stealth +6 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% light ----- def ----- Armour +6 Resists +9% lightning +3% blight +9% fire +5% arcane +9% cold ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Wil +4 Cun +4 Con ----- def ----- Armour +7 Phys.save +21 (+11 eff.) Spell.save +9 (+3 eff.) Mind.save +28 (+14 eff.) ---------- misc Equi/ret +0.08 Infravis +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue -3% Resists +6% mind +3% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Mag +1 Con dps ---------- Acc +5 (+2 eff.) Melee Ret 4 cold ----- def ----- Armour +13 Fatigue +2% Resists +3% cold HP.reg +2.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical Res.pen +20% lightning +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +6% cold +3% mind +3% nature Phys.save +7 (+4 eff.) Max.HP +80.00 Disarm- +20% Pinning- +20% ---------- misc Max.enc +35 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Melee Ret 6 acid ----- def ----- Armour +7 Resists +12% fire Phys.save +3 (+2 eff.) Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +7 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane 5 temporal Ranged+ 10 temporal Dmg.mod +4% arcane +5% temporal ----- def ----- Armour +2 Resists +5% arcane +6% temporal Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Manathrust 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +6.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Wil +8 Con dps ---------- Melee+ 8 mind Dmg.mod +6% mind Res.pen +5% arcane +10% blight ----- def ----- Armour +10 Hardiness +8% Fatigue +3% Resists +7% physical +7% mind +6% darkness HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +19.00 Unarmed combat: Power 116% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Nightmare 3 On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.26 to 132.77 lightning damage (88.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Disease- +10% Silence- +20% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Mag ----- def ----- Crit.chn- 15.00% Max.HP +45.00 ---------- misc Light +3 See.Invis +18 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 [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Crit.chn- 15.00% Max.HP +43.00 ---------- misc Light +3 See.Invis +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 [Rare] Master While equipped: dps ---------- Res.pen +5% acid +10% mind +15% light Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 35% ---------- misc Light +8 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Armour +2 Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) Heal.mod +12% Stun/Frz- +10% ---------- 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 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 35/100 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. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +3 Dex +7 Mag +6 Wil dps ---------- Phys.crit +7.0% Mind.crit +8% Dmg.mod +15% temporal ----- def ----- Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
![]() 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 202 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 176 mind damage and silencing them for 4 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% cold Res.pen +5% nature +25% cold On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +3% nature Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 214 physical damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 277 physical damage Puts all charms on 15 cooldown 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex +2 Wil dps ---------- Res.pen +20% darkness ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 Wards +3 arcane +3 cold +3 darkness +3 mind Talents +1 Ward Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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 [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% temporal ----- def ----- Resists +24% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (344 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By bonewarden the Skeleton Temporal Warden level 12
52nd Haze 122nd year of Ascendancy at 06:14 see stats
By bonewarden the Skeleton Temporal Warden level 20
31st Regrowth 123rd year of Ascendancy at 08:09 see stats
By bonewarden the Skeleton Temporal Warden level 24
74th Regrowth 123rd year of Ascendancy at 13:11 see stats
By bonewarden the Skeleton Temporal Warden level 10
7th Haze 122nd year of Ascendancy at 15:16 see stats
By bonewarden the Skeleton Temporal Warden level 20
10th Regrowth 123rd year of Ascendancy at 03:19 see stats
By bonewarden the Skeleton Temporal Warden level 24
74th Regrowth 123rd year of Ascendancy at 13:11 see stats
By bonewarden the Skeleton Temporal Warden level 11
36th Haze 122nd year of Ascendancy at 21:05 see stats
By bonewarden the Skeleton Temporal Warden level 11
12nd Haze 122nd year of Ascendancy at 05:30 see stats
By bonewarden the Skeleton Temporal Warden level 23
67th Regrowth 123rd year of Ascendancy at 07:36 see stats
By bonewarden the Skeleton Temporal Warden level 26
9th Pyre 123rd year of Ascendancy at 22:38 see stats
By bonewarden the Skeleton Temporal Warden level 14
64th Haze 122nd year of Ascendancy at 00:32 see stats
By bonewarden the Skeleton Temporal Warden level 23
73rd Regrowth 123rd year of Ascendancy at 03:22 see stats
Log
Faerlhing's arcane area effect hits bonewarden for 270 arcane damage.
Faerlhing's arcane area effect hits Ungolmor for 311 arcane damage.
Faerlhing's arcane area effect hits Xanetta the eternal bone giant for 119 arcane damage.
Bonewarden casts Rune: Shielding.
A shield forms around bonewarden.
Bonewarden regains balance.
Talent Fold Warp is ready to use.
Talent Fold Fate is ready to use.
Your summoned ungolmor disappears.
Your summoned faerlhing disappears.
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The fabric of time around Xanetta the eternal bone giant returns to normal.
Xanetta the eternal bone giant speeds up.
Faerlhing's arcane area effect hits bonewarden for (270 absorbed), 0 arcane (0 total damage).
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Faerlhing's arcane area effect hits bonewarden for (270 absorbed), 0 arcane (0 total damage).
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Your shield crumbles under the damage!
The shield around bonewarden crumbles.
Bonewarden is wreathed in flames on the brink of death!
Faerlhing's arcane area effect hits bonewarden for (102 absorbed), 0 arcane (0 total damage).
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There is a previous level here (press '' or right click to use).
Faerlhing's arcane area effect hits bonewarden for 270 arcane damage.
bonewarden the level 28 skeleton temporal warden was energised to death by a faerlhing on level 3 of Ruined halfling complex.