









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Berserker |
Level / Exp | 45 / 65% |
Size | big |
Lifes / Deaths | Killed by elven mage at level 5 on the 5th Mirth 122nd year of Ascendancy at 20:45 0 / 8Killed by storm drake hatchling at level 6 on the 8th Mirth 122nd year of Ascendancy at 23:10 Killed by skeleton archer at level 25 on the 61st Regrowth 123rd year of Ascendancy at 14:07 Killed by elven corruptor at level 29 on the 74th Regrowth 123rd year of Ascendancy at 04:58 Killed by Grand Corruptor at level 33 on the 9th Mirth 123rd year of Ascendancy at 06:11 Killed by overpowered greater multi-hued wyrm at level 35 on the 53rd Haze 123rd year of Ascendancy at 00:05 Killed by Skeleton Fucker's Inner Demon at level 45 on the 73rd Regrowth 124th year of Ascendancy at 16:02 Killed by Glymina the nightmare horror at level 45 on the 73rd Regrowth 124th year of Ascendancy at 19:53 |
Antimagic | Follower |
Primary Stats
Strength | 132.5 (base 60) |
Dexterity | 106.71869953917 (base 54) |
Constitution | 146.5 (base 60) |
Magic | 88 (base 10) |
Willpower | 119 (base 13) |
Cunning | 116 (base 11) |
Resources
Life | -116/2042 |
Psi | 133/209 |
Stamina | 264/484 |
Equilibrium | 0 |
Healing Factor | 1.8769194312796 |
Regeneration | 62.499390512064 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 5 |
Infravision | 5 |
See Stealth | 59.556973735291 |
See Invisible | 69.556973735291 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 250 |
Accuracy | 64 |
Crit Chance | 63% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Blight | +7% |
Acid | +10% |
Light | +14% |
All | +4% |
Offense: Damage Penetration
Acid | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 39.317011280365 (73.452380952381%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 48 |
Mental Save | 75 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | -5%( 70%) |
Physical | + 16%( 70%) |
Cold | + 40%( 70%) |
All | -5%( 70%) |
Lightning | + 43%( 70%) |
Light | + 5%( 70%) |
Mind | + 5%( 70%) |
Darkness | + 29%( 80%) |
Fire | + 42%( 70%) |
Nature | -5%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Confusion Resistance | 28% |
Pinning Resistance | 0% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 374 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 838% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
beneficial effect | All stats increased by 72. Pain Enhancement System |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 31 defense. Evasion |
beneficial effect | The target is recovering 48 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target's lite radius has been reduced by 5, and its darkness resistance by 35%. Abyssal Shroud |
beneficial effect | You gain 42% resistance against darkness. Resolve |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 21. Intimidated |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 12. Illness |
detrimental effect | Blood and gore cover the target, dealing 144.53 darkness damage and 101.17 blight damage per disease. Dissolved Face |
detrimental effect | The target is infected by a disease, reducing its dexterity by 31 and doing 38.07 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is plagued by inner demons and each turn there's a 23% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Skeleton Fucker. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by multi-hued drake. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 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: 663. | 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. You have been shown a secret entrance to his stronghold. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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 brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 3.0 T3 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +16 (+4 eff.) Fatigue +3% HP.reg +2.30 Heal.mod +18% Evasion: (Instant) Puts all charms on 20 cooldown Level 3.2 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +25.00% Phys.pwr +6 (+1 eff.) Res.pen +5% mind ----- def ----- Mind.save +51 (+11 eff.) ---------- misc Light +9 See.Stealth +12 See.Invis +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 14 out of 7/25. 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 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% acid Res.pen +10% acid Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +8 (+2 eff.) Resists +6% acid Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +7 Dex dps ---------- Phys.pwr +6 (+1 eff.) Acc +19 (+4 eff.) ----- def ----- Mind.save +13 (+3 eff.) Max.HP +50.00 HP.reg +2.90 Confus- +28% Stun/Frz- +39% Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +6 Str +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Resists +7% acid +7% fire +5% cold +8% lightning Phys.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
On hands | ![]() 1.5 T5 hands armor [Ego+] Master While equipped: Stats +9 Str +4 Dex +3 Cun dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.8 Pwr.cost 12 out of 10/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 42.39 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% blight On Melee Ret: * 26% chance to inflict 15% damage reduction * 23% chance to disease ----- def ----- Armour +4 Defense +3 (+0 eff.) Rng.Def +3 (+1 eff.) Resists +18% lightning +18% fire +18% cold Phys.save +12 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +13 (+3 eff.) Heal.mod +5% Stun/Frz- +27% ---------- misc Max.mana +40.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 402 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 22.88 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] 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 339% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 92 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 498 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 38% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 651.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Mag +3 Cun +3 Con dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -8% Resists +9% light HP.reg +3.30 ---------- misc Infravis +3 Telepathy Humanoid/Orc Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 20% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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 +4 Cun Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Unseen.red 10% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +14% fire Res.pen +10% physical Acc +6 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Resists +28% fire Max.HP +20.00 HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Mind.crit +2% Res.pen +15% temporal ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +5.00 Max.hate +4.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.4 Pwr.cost 27 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 40 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +11% acid +9% mind ----- def ----- Resists +22% acid +6% cold Phys.save +20 (+5 eff.) Spell.save +15 (+5 eff.) Poison- +10% Stun/Frz- +10% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +8% blight Max.HP +55.00 HP.reg +1.80 Heal.mod +12% Poison- +21% Disease- +19% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 157% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 acid On Crit.r2 +8 acid On Crit: * splashes the target with acid While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% acid Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +20 insidious poison While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ---------- misc Hate/m.crit +4.00 Telepathy Humanoid/Orc Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Technique/Two-handed assault +0.20 Corruption/Brutality ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 17 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% Res.pen +13% acid +10% fire +16% cold +16% lightning Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Psionic Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness +9 temporal Against +9% Living While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +7% temporal Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing While equipped: Stats +5 Cun +5 Con dps ---------- Phys.crit +12.0% Phys.pwr +19 (+4 eff.) Res.pen +9% physical Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane Mind.save +20 (+5 eff.) Heal/summ +20 Disarm- +57% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Disrupt/Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Against +14% Unnatural On Hit: * Slows global speed by 19% * disrupts spell-casting On Crit: * cripple the target While equipped: Stats -15 Cun +15 Wil dps ---------- Phys.crit +10.0% Dmg.mod +15% nature ----- def ----- Resists +12% mind +3% nature Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +48 insidious poison +8 nature Against +24% Unnatural On Crit.r2 +4 nature On Hit: * Slows global speed by 40% * disrupts spell-casting While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% mind Acc +17 (+4 eff.) ----- def ----- Resists +6% mind Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 109% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural venom should be returned to the wyrm. Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid Res.pen +14% acid Melee Ret 9 acid ----- def ----- Resists +9% acid HP.reg +1.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% physical Res.pen +16% physical Acc +9 (+2 eff.) Apr +21 ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Resists +6% acid Mind.save +3 (+1 eff.) Die.at -60.00 life Poison- +15% Stun/Frz- +5% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Cun ----- def ----- Armour +8 Defense +11 (+2 eff.) Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +13 (+3 eff.) ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Cun dps ---------- Mind.crit +1% ----- def ----- Resists +6% acid +6% temporal +5% blight Mind.save +6 (+1 eff.) ---------- misc Max.psi +20.00 A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 60 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% blight ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Die.at -40.00 life 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: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +18 (+4 eff.) ---------- misc Equi/ret +0.20 Hate/m.crit +2.00 Max.hate +4.00 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 [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 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 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 44 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Armour +7 Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Resists +15% acid +18% fire +5% arcane +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 6 fire Dmg.mod +4% fire Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Resists +5% fire ---------- misc Hate/m.crit +1.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +5 Resists +6% blight Spell.save +8 (+3 eff.) Mind.save +6 (+1 eff.) Max.HP +44.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +5 Str +11 Dex +3 Cun +2 Con dps ---------- Crit.mult +3.00% ----- def ----- Armour +1 Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +6% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T4 head armor [Unique] Arcane While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% blight Disease- +40% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.10 Corruption/Vim Vimsense: Level 3.0 Pwr.cost 17 out of 32/32. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 19%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 T2 head armor [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 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +20% darkness +6% nature ---------- misc Stam/ret +2.10 Equi/ret +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +8% fire +10% cold +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Rare] Master While equipped: dps ---------- Melee Ret 12 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +7% Resists +21% acid +24% lightning Phys.save +15 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 33 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 37.23 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +20% blight +29% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 9 fire Ranged+ 7 fire ----- def ----- Armour +18 Defense +4 (+1 eff.) Fatigue +8% Resists +9% acid +19% fire +13% physical +7% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +50% Pinning- +30% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +18% light Res.pen +15% light +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +19% acid A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego+] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +16% blight +18% cold +15% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +29% blight +13% nature +13% darkness D.Red.from +7% Unnatural ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Normal] While equipped: ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 33 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (163 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 495.04 fire damage (based on Magic). Uses 33 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 133 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Resists +9% acid +12% temporal +6% mind +3% darkness Poison- +15% Cut- +5% Silence- +10% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 103 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +30% darkness Melee Ret 8 lightning ----- def ----- Resists +9% darkness Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 7 cooldown 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +2% physical +9% fire Mind.save +3 (+1 eff.) Die.at -40.00 life Cut- +5% Stun/Frz- +10% ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Ward +3 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 68 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 23 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skeleton Fucker the Halfling Berserker level 29
72nd Regrowth 123rd year of Ascendancy at 08:15 see stats
By Skeleton Fucker the Halfling Berserker level 38
3rd Regrowth 124th year of Ascendancy at 00:24 see stats
By Skeleton Fucker the Halfling Berserker level 29
70th Regrowth 123rd year of Ascendancy at 12:42 see stats
By Skeleton Fucker the Halfling Berserker level 30
5th Pyre 123rd year of Ascendancy at 01:23 see stats
By Skeleton Fucker the Halfling Berserker level 35
50th Haze 123rd year of Ascendancy at 01:56 see stats
By Skeleton Fucker the Halfling Berserker level 34
7th Haze 123rd year of Ascendancy at 06:23 see stats
By Skeleton Fucker the Halfling Berserker level 34
72nd Dusk 123rd year of Ascendancy at 07:23 see stats
By Skeleton Fucker the Halfling Berserker level 18
66th Haze 122nd year of Ascendancy at 12:34 see stats
By Skeleton Fucker the Halfling Berserker level 13
25th Dusk 122nd year of Ascendancy at 20:07 see stats
By Skeleton Fucker the Halfling Berserker level 32
51st Pyre 123rd year of Ascendancy at 21:00 see stats
By Skeleton Fucker the Halfling Berserker level 38
2nd Regrowth 124th year of Ascendancy at 09:41 see stats
By Skeleton Fucker the Halfling Berserker level 17
48th Haze 122nd year of Ascendancy at 18:02 see stats
By Skeleton Fucker the Halfling Berserker level 33
4th Dusk 123rd year of Ascendancy at 05:56 see stats
By Skeleton Fucker the Halfling Berserker level 22
17th Regrowth 123rd year of Ascendancy at 06:17 see stats
By Skeleton Fucker the Halfling Berserker level 41
24th Regrowth 124th year of Ascendancy at 09:36 see stats
By Skeleton Fucker the Halfling Berserker level 30
1st Time of Balance 123rd year of Ascendancy at 21:22 see stats
By Skeleton Fucker the Halfling Berserker level 10
5th Dusk 122nd year of Ascendancy at 00:57 see stats
By Skeleton Fucker the Halfling Berserker level 20
80th Haze 122nd year of Ascendancy at 16:07 see stats
By Skeleton Fucker the Halfling Berserker level 30
74th Regrowth 123rd year of Ascendancy at 22:55 see stats
By Skeleton Fucker the Halfling Berserker level 40
17th Regrowth 124th year of Ascendancy at 14:18 see stats
By Skeleton Fucker the Halfling Berserker level 23
31st Regrowth 123rd year of Ascendancy at 08:40 see stats
By Skeleton Fucker the Halfling Berserker level 15
66th Dusk 122nd year of Ascendancy at 07:47 see stats
By Skeleton Fucker the Halfling Berserker level 30
75th Regrowth 123rd year of Ascendancy at 18:19 see stats
By Skeleton Fucker the Halfling Berserker level 30
42nd Pyre 123rd year of Ascendancy at 00:34 see stats
By Skeleton Fucker the Halfling Berserker level 15
41st Haze 122nd year of Ascendancy at 11:46 see stats
By Skeleton Fucker the Halfling Berserker level 33
21st Dusk 123rd year of Ascendancy at 14:55 see stats
By Skeleton Fucker the Halfling Berserker level 25
61st Regrowth 123rd year of Ascendancy at 14:00 see stats
By Skeleton Fucker the Halfling Berserker level 11
12nd Dusk 122nd year of Ascendancy at 15:09 see stats
By Skeleton Fucker the Halfling Berserker level 44
65th Regrowth 124th year of Ascendancy at 21:24 see stats
By Skeleton Fucker the Halfling Berserker level 15
76th Dusk 122nd year of Ascendancy at 00:34 see stats
By Skeleton Fucker the Halfling Berserker level 34
31st Haze 123rd year of Ascendancy at 18:35 see stats
By Skeleton Fucker the Halfling Berserker level 29
70th Regrowth 123rd year of Ascendancy at 10:55 see stats
By Skeleton Fucker the Halfling Berserker level 17
49th Haze 122nd year of Ascendancy at 11:29 see stats
By Skeleton Fucker the Halfling Berserker level 28
69th Regrowth 123rd year of Ascendancy at 12:01 see stats
Log
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker is recovering from the damage!
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker is no longer toxic to arcane users.
Skeleton Fucker deactivates Daunting Presence.
Berserker Rage's rage subsides!
Skeleton Fucker's mind surges with critical power!
Skeleton Fucker is invigorated by the attack!
Decrepitude Disease from Glymina the nightmare horror hits Skeleton Fucker for 27 blight damage.
Glymina the nightmare horror's abyssal darkness area effect hits Skeleton Fucker for 40 darkness damage.
Dissolved Face from Glymina the nightmare horror hits Skeleton Fucker for 50 darkness, 261 blight (312 total damage).
Skeleton Fucker rushes out!
Glymina the nightmare horror uses Waking Nightmare.
Glymina the nightmare horror's mind surges with critical power!
Skeleton Fucker shrugs off the effect 'Waking Nightmare'!
Skeleton Fucker's creeping dark hits Glymina the nightmare horror for 0 darkness damage.
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker is invigorated by the attack!
Skeleton Fucker receives 91 healing.
Decrepitude Disease from Glymina the nightmare horror hits Skeleton Fucker for 29 blight damage.
Dissolved Face from Glymina the nightmare horror hits Skeleton Fucker for 60 darkness, 261 blight (321 total damage).
Skeleton Fucker tries to evade attacks.
Skeleton Fucker is invigorated by the attack!
Something hits Skeleton Fucker for 445 darkness damage.
Skeleton Fucker is invigorated by the attack!
Saving game...