









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 49 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 70th Dusk 122nd year of Ascendancy at 12:38 / 11Killed by Wrathroot at level 19 on the 5th Pyre 123rd year of Ascendancy at 11:20 Killed by Elynor the bone giant at level 20 on the 70th Pyre 123rd year of Ascendancy at 05:46 Killed by Polomina the sandworm at level 22 on the 7th Dusk 123rd year of Ascendancy at 20:03 Killed by Ce'Nureth the heavy bone giant at level 25 on the 62nd Dusk 123rd year of Ascendancy at 02:17 Killed by Celia at level 25 on the 62nd Dusk 123rd year of Ascendancy at 11:36 Killed by Rat Lich at level 25 on the 15th Haze 123rd year of Ascendancy at 03:01 Killed by Emelygawe the corrupted plasmic disruptor at level 32 on the 54th Regrowth 124th year of Ascendancy at 07:19 Killed by Emelygawe the corrupted plasmic disruptor at level 32 on the 54th Regrowth 124th year of Ascendancy at 07:32 Killed by Rina at level 32 on the 54th Regrowth 124th year of Ascendancy at 08:20 Killed by Xerukira the Flamebringer at level 49 on the 10th Regrowth 125th year of Ascendancy at 09:57 |
Primary Stats
| Strength | 48 (base 18) |
| Dexterity | 76 (base 60) |
| Constitution | 93 (base 61) |
| Magic | 127 (base 64) |
| Willpower | 59 (base 19) |
| Cunning | 100 (base 60) |
Resources
| Mana | 604/777 |
| Equilibrium | 20 |
| Steam | 100/100 |
| Life | -1028/874 |
| Positive | 182/194 |
| Stamina | 346/346 |
| Soul | 19/19 |
| Healing Factor | 1.7035279301986 |
| Regeneration | 9.7952855986417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +135.07159452396% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 88.130263235346 |
| See Invisible | 106.13026323535 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 43 |
| Crit Chance | 32% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 59% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +50% |
| Light | +36% |
| Blight | +22% |
| Arcane | +27% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +35% |
| Cold | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 19 (69.687909656376%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 64 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 40%( 70%) |
| Mind | + 37%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 62%( 70%) |
| Cold | + 53%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 346 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1158% for 10 turns (1448 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 334.66 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. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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: 4 acid, 3 physical, 4 darkness, 4 fire, 4 nature, 4 cold |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Rime wraith | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Doomed For Eternity |
| talent | Daunting Presence |
| talent | Elemental Harmony |
| detrimental effect | The target is on fire, taking 148.16 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 40%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | Increases global speed by 35%. Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Isena the ghoulking. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Belyrin the dredgling. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by venom drake. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Elaba the forest wight. Escort: worried loremaster (level 1 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 40. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 287 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Quiver | Furnaceborn (21/21, 22-26 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +12 arcane +8 fire On Hit.r1 +20 fire On Crit.r2 +20 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage Shots are used with slings to pummel your foes to death. |
| Light source | Elymita1.0 T5 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 57% * 20 arcane resource burn ----- def ----- Resists +15% nature +6% fire Mind.save +11 (+3 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 See.Stealth +25 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | The Black Crown (0 def, 15 armour) 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Silence- +50% ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 646.81 You won the Ring of Blood trial, and this is your reward. |
| On fingers | steel onyx ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +5 Mag +3 Wil +3 Cun +3 Con dps ---------- Melee+ 18 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
| Around waist | Hazeream 1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% cold On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Defense +10 (+2 eff.) Resists +15% acid +21% cold Proj.slow +25% Max.HP +35.00 A belt that goes around your waist. |
| In main hand | Shadekiller the dragonbone starstaff (30-36 power, 6 apr, darkness element) 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% darkness Res.pen +10% darkness ----- def ----- Defense +10 (+2 eff.) Resists +9% mind Spell.save +9 (+3 eff.) HP.reg +1.50 Heal.mod +23% Confus- +10% Pinning- +10% Teleport- +20% ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Fist of the Destroyer (8 def, 0 armour) 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+1 eff.) Disarm- +100% Stun/Frz- +20% ---------- misc Max.vim +25.00 Talents +5 Iron Grip Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 7.8 Pwr.cost 11 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 117.65 fire damage and 173.02 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Main armor | Olodebar the silk robe (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +15 Str +10 Dex +10 Mag +14 Wil +14 Cun +10 Con dps ---------- Spell.crit +9% Crit.mult +5.00% Spell.pwr +14 (+4 eff.) Dmg.mod +20% blight +22% light +12% darkness ----- def ----- Resists +20% blight +12% mind +12% darkness +13% all Phys.save +14 (+5 eff.) Spell.save +18 (+5 eff.) Mind.save +31 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Nature While equipped: Stats +1 Wil +3 Mag ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] 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 heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 83; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 83.23 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
Brightvault the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% temporal +6% light +6% darkness +30% arcane +5% physical Res.pen +15% arcane +20% fire ----- def ----- Resists +15% acid Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
mule's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -4% Resists +22% light ---------- misc Max.enc +20 Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
pixie's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.pwr +11 (+5 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
conjurer's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Acc +11 (+4 eff.) Apr +12 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
conjurer's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Wil +6 Mag dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +25 (+6 eff.) Mind.pwr +10 (+3 eff.) Rings make your fingers look great! |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane element)5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +25% Spell.pwr +40 (+9 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
blighted dragonbone vilestaff of might (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +25% Spell.pwr +20 (+5 eff.) Dmg.mod +30% blight ---------- misc Vim/s.crit +4.00 Max.vim +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% temporal ----- def ----- Defense +11 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 176.27 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of warding (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +24 (+6 eff.) Melee+ 24 arcane Dmg.mod +30% temporal ----- def ----- Armour +7 Defense +6 (+1 eff.) ---------- misc Max.mana +101.00 Wards +2 temporal Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of breaching (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire Res.pen +15% fire ---------- misc Mana/turn +0.20 Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.21 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Str, 20% Con Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 88 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 26 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
stormbringer's voratun greatsword (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +31 lightning +30 cold While equipped: dps ---------- Mov.spd +52% Res.pen +23% lightning +19% cold Massive two-handed swords. |
warbringer's voratun greatsword (65-104 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 65.0 - 104.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+6 eff.) Res.pen +21% physical ----- def ----- Disarm- +32% Massive two-handed swords. |
warbringer's voratun greatsword of amnesia (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +6 Con dps ---------- Phys.pwr +17 (+7 eff.) Res.pen +12% physical ----- def ----- Disarm- +42% Massive two-handed swords. |
Ulydunik (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit: * 29% chance to reduce strength, dexterity, and constitution by 33 While equipped: dps ---------- Phys.crit +5.0% Mind.crit +8% Phys.pwr +30 (+12 eff.) Dmg.mod +15% physical ----- def ----- Armour +8 Defense +25 (+5 eff.) Die.at -60.00 life Sharp, long, and deadly. |
arcing voratun longsword of corruption (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage Sharp, long, and deadly. |
Adabreta (50-69 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Nature Power 49.5 - 69.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature +12 physical On Hit.r1 +20 physical While equipped: Stats +5 Dex +7 Wil ----- def ----- Armour +8 ---------- misc Light +3 Infravis +3 One-handed war axes. |
elemental voratun dagger of massacre (51-66 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 51.0 - 66.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 122 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +19% cold Res.pen +9% cold Sharp, short and deadly. |
creative pulsing mindstar of sand (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +12.00% Mind.pwr +8 (+2 eff.) Melee+ 10 physical Dmg.mod +11% physical Res.pen +8% physical ----- def ----- Resists +8% physical ---------- misc 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. |
living mindstar 'Velythra' (18-20 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% cold +5% arcane +12% light Phys.save +9 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +8 (+2 eff.) Max.HP +25.00 HP.reg +1.20 Heal.mod +28% Heal/summ +55 ---------- misc Equi/ret +2.00 Hate/m.crit +3.00 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. |
balanced voratun steamsaw of enduring (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +7 Wil +8 Con dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +6 Defense +20 (+4 eff.) Fatigue +12% Max.HP +58.00 Disarm- +34% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling voratun steamsaw of fire resistance (+15%) (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex dps ---------- Melee Ret 31 lightning ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% lightning +24% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental voratun steamsaw (42-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * Create an explosion dealing 122 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +20% cold Res.pen +19% cold ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Chillshaper' (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam While equipped: Stats +7 Wil dps ---------- Dmg.mod +21% cold Melee Ret 10 light ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +28% fire ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 Max.mana +100.00 Max.vim +30.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blazebringer's elven-wood longbow of dexterity (+8)4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +84 fire While equipped: Stats +8 Dex dps ---------- All.spd +8% Res.pen +17% fire +12% physical Longbows are used to shoot arrows at your foes. |
blazebringer's drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +85 fire While equipped: dps ---------- Phys.crit +8.0% All.spd +6% Res.pen +15% fire Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling of fire4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 fire While equipped: dps ---------- Dmg.mod +14% physical +12% fire ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
gunslinger's stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+4 eff.) Dmg.mod +15% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of dragonbone arrows of crippling (14/22, 68-95 power, 18 apr)3.0 T5 arrow ammo [Ego++] Master Power 68.0 - 95.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +34.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
flaming quiver of dragonbone arrows of erosion (20/20, 53-74 power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane/Nature Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Ranged+ +18 nature On Hit.r1 +20 fire Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyramira (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil +3 Cun dps ---------- Spell.crit +6% Spell.pwr +17 (+4 eff.) S.pwr/crit +3 Dmg.mod +16% blight +6% temporal +16% light +11% darkness Res.pen +10% temporal ----- def ----- Resists +16% blight +11% all Silence- +28% ---------- misc Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +6 Cun dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists -10% cold +50% fire +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
ancient cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% physical +7% temporal Res.pen +8% physical +8% temporal ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +11% all Phys.save +17 (+6 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +11% all Silence- +31% ---------- misc Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Resists +8% blight +13% all Max.HP +57.00 HP.reg +3.70 Heal.mod +14% Poison- +33% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +11% Spell.pwr +28 (+6 eff.) Dmg.mod +22% physical +19% temporal Res.pen +10% physical +9% temporal ----- def ----- Resists +15% all Anom.red +12 ---------- misc Mana/turn +0.24 Max.mana +72.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +16% acid +25% physical +18% cold +15% fire +16% arcane +23% temporal ----- def ----- Resists +16% acid +14% physical +15% cold +15% fire +15% all ---------- misc Max.mana +72.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 161.85 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
searing drakeskin leather armour of clarity (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Psionic While equipped: dps ---------- Melee+ 16 acid 10 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +23% acid +20% fire +7% mind Mind.save +16 (+4 eff.) A suit of armour made of leather. |
searing dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 13 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% acid +15% fire +20% cold A suit of armour made of mail. |
enlightening voratun mail armour of the deep (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +4 Wil ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +9% acid +12% cold Mind.save +22 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +5% darkness ---------- misc Max.enc +21 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt 'Lightqueen'1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% light ----- def ----- Resists +6% darkness Crit.chn- 15.00% Phys.save +7 (+2 eff.) Spell.save +3 (+1 eff.) Max.HP +60.00 Cut- +10% Stun/Frz- +20% A belt that goes around your waist. |
drakeskin leather belt 'Voreth'1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +9 Con +2 Mag dps ---------- Spell.crit +2% Crit.mult +5.00% Mind.pwr +17 (+5 eff.) S.pwr/crit +6 Res.pen +15% arcane ----- def ----- Spell.save +15 (+4 eff.) Mind.save +29 (+8 eff.) Max.HP +62.00 A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 3.5 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Isoyawen the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Spell.crit +3% Crit.mult +20.00% Phys.pwr +5 (+2 eff.) Res.pen +10% arcane Phasing +20% ----- def ----- Defense +3 (+0 eff.) Fatigue -7% Resists +5% arcane Spell.save +18 (+5 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Res.pen +11% physical ----- def ----- Armour +5 Silence- +40% Confus- +41% Stun/Frz- +41% A pair of boots made of leather. |
Flashreign (15 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% physical +18% fire Melee Ret 6 fire ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +4% HP.reg +7.00 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. |
hardened leather gloves 'Wintersnake' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag dps ---------- Dmg.mod +5% arcane +9% cold Res.pen +10% lightning ----- def ----- Armour +2 Resists +12% cold ---------- misc Light +3 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves (0 def, 9 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +9 Mind.save +13 (+4 eff.) Max.HP +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
psion's elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +14% mind ----- def ----- Defense +3 (+0 eff.) Resists +9% mind Phys.save +10 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Max.psi +22.00 A pointy cloth hat, very wizardly... |
Ragorand the Duathelpierce (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +6% darkness +15% mind Res.pen +15% fire Apr +7 Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness +6% fire A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Frozenbrand (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +21% lightning +6% cold Res.pen +20% lightning +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 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. |
16 citrine0.0 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. |
12 zircon0.0 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. |
8 aquamarine0.0 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. |
5 opal0.0 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
8 amethyst0.0 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. |
4 onyx0.0 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 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. |
7 garnet0.0 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. |
9 quartz0.0 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 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. |
10 amber0.0 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. |
bloodstone0.0 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. |
fire opal0.0 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. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal Focus0.0 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. |
709 alchemist agate0.0 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. |
56 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Silarin2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +9% blight +6% cold +6% acid ---------- misc Light +5 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
alchemist's lamp 'Blazemarrow'1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +20% light On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +5% all Apr +6 ----- def ----- Max.HP +56.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 166.59 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 166.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 68 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blizzardtide (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +8 Str dps ---------- Crit.mult +19.00% Phys.pwr +9 (+4 eff.) Dmg.mod +6% cold Res.pen +25% darkness +10% cold Apr +20 Melee Ret 8 cold ----- def ----- Resists +9% cold Max.HP +35.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 4.5 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of Reknor (dig speed 10 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +8% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 17 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Nirion the Voidbone [power 2] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Dmg.mod +6% blight Melee Ret 8 darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Guran the ash wand of conjuration [power 175] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +9 Str +3 Wil +6 Con dps ---------- Mind.crit +4% Res.pen +25% mind Fire a magical bolt dealing 152 acid damage Puts all charms on 13 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 196.81 temporal and 289.42 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Rina the Lich Necromancer level 37
16th Dusk 124th year of Ascendancy at 10:39 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rina the Cornac Necromancer level 29
33rd Regrowth 124th year of Ascendancy at 08:31 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Rina the Lich Necromancer level 37
10th Dusk 124th year of Ascendancy at 06:22 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Rina the Lich Necromancer level 49
4th Regrowth 125th year of Ascendancy at 00:07 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rina the Lich Necromancer level 40
32nd Dusk 124th year of Ascendancy at 08:39 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Rina the Lich Necromancer level 48
7th Decay 124th year of Ascendancy at 04:51 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Rina the Lich Necromancer level 40
26th Dusk 124th year of Ascendancy at 02:50 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Rina the Cornac Necromancer level 24
54th Dusk 123rd year of Ascendancy at 14:24 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Rina the Cornac Necromancer level 29
26th Regrowth 124th year of Ascendancy at 22:46 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Rina the Cornac Necromancer level 9
24th Dusk 122nd year of Ascendancy at 21:34 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Rina the Lich Necromancer level 38
22nd Dusk 124th year of Ascendancy at 13:28 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Rina the Lich Necromancer level 35
10th Mirth 124th year of Ascendancy at 09:08 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Rina the Lich Necromancer level 42
32nd Dusk 124th year of Ascendancy at 12:42 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Rina the Cornac Necromancer level 19
5th Pyre 123rd year of Ascendancy at 15:46 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rina the Cornac Necromancer level 24
44th Dusk 123rd year of Ascendancy at 07:36 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Rina the Lich Necromancer level 33
58th Regrowth 124th year of Ascendancy at 01:09 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rina the Cornac Necromancer level 25
57th Dusk 123rd year of Ascendancy at 04:32 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rina the Lich Necromancer level 42
32nd Dusk 124th year of Ascendancy at 09:28 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Rina the Lich Necromancer level 33
55th Regrowth 124th year of Ascendancy at 15:51 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Rina the Cornac Necromancer level 10
44th Dusk 122nd year of Ascendancy at 03:45 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Rina the Cornac Necromancer level 20
34th Pyre 123rd year of Ascendancy at 14:03 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Rina the Cornac Necromancer level 30
43rd Regrowth 124th year of Ascendancy at 21:44 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Rina the Lich Necromancer level 40
23rd Dusk 124th year of Ascendancy at 14:46 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Rina the Lich Necromancer level 32
54th Regrowth 124th year of Ascendancy at 07:19 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Rina the Cornac Necromancer level 22
2nd Summertide 123rd year of Ascendancy at 23:56 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Rina the Cornac Necromancer level 23
36th Dusk 123rd year of Ascendancy at 14:20 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Rina the Lich Necromancer level 39
22nd Dusk 124th year of Ascendancy at 18:28 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Rina the Cornac Necromancer level 29
33rd Regrowth 124th year of Ascendancy at 08:31 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Rina the Cornac Necromancer level 2
76th Pyre 122nd year of Ascendancy at 04:10 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Rina the Cornac Necromancer level 10
49th Dusk 122nd year of Ascendancy at 04:07 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Rina the Cornac Necromancer level 29
33rd Regrowth 124th year of Ascendancy at 08:31 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Rina the Cornac Necromancer level 26
15th Haze 123rd year of Ascendancy at 04:15 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Rina the Cornac Necromancer level 23
36th Dusk 123rd year of Ascendancy at 08:58 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Rina the Cornac Necromancer level 14
24th Haze 122nd year of Ascendancy at 20:27 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Rina the Cornac Necromancer level 18
3rd Pyre 123rd year of Ascendancy at 15:16 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Rina the Lich Necromancer level 43
62nd Dusk 124th year of Ascendancy at 07:00 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Rina the Cornac Necromancer level 30
44th Regrowth 124th year of Ascendancy at 17:49 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Rina the Cornac Necromancer level 20
35th Pyre 123rd year of Ascendancy at 05:27 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Rina the Lich Necromancer level 35
9th Dusk 124th year of Ascendancy at 00:32 see stats
Log
Rina has finished recovering.
Talent Erupting Shadows is ready to use.
Talent Spikes of Decrepitude is ready to use.
Burning from Xerukira the Flamebringer hits Rina for 41 fire damage.
Betykira the Invoker casts Shock.
Betykira the Invoker's cleansing fire area effect hits Rina for 31 fire damage.
Betykira the Invoker's cleansing fire area effect hits Rina for 33 fire damage.
Betykira the Invoker's cleansing fire area effect hits Rina for 52 fire damage.
Bethunor the Invoker's cleansing fire area effect hits Rina for 53 fire damage.
Bethunor the Invoker's physical stun area effect hits Rina for 41 physical damage.
Talent Invoke Darkness is ready to use.
Burning from Xerukira the Flamebringer hits Rina for 66 fire damage.
The protective shield of Betykira the Invoker disappears.
Betykira the Invoker casts Blastwave.
Betykira the Invoker's spell attains critical power!
Rina is knocked back!
Betykira the Invoker hits Rina for 84 fire damage.
Rina resists the stun!
Betykira the Invoker's cleansing fire area effect hits Rina for 48 fire damage.
Betykira the Invoker's cleansing fire area effect hits Rina for 82 fire damage.
Bethunor the Invoker's cleansing fire area effect hits Rina for 67 fire damage.
Bethunor the Invoker's physical stun area effect hits Rina for 52 physical damage.
Rina casts Invoke Darkness.
Betykira the Invoker casts a protective shield just in time!
Rina hits Betykira the Invoker for 236 darkness damage.
Rina receives 10 healing from Bloodcaller.
Betykira the Invoker casts Lightning.
Betykira the Invoker hits Rina for 231 fire damage.










































































































































































































