













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.7.0Adds a collection of my races. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Godling 1.7.6 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. 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:
Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Better Item Description 1.7.2This 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 Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Duergar |
Class | Skirmisher (Battle Skirmisher) |
Level / Exp | 44 / 51% |
Size | big |
Lifes / Deaths | Killed by Veluvea the large brown snake at level 12 on the 21st Profit 122nd year of Ascendancy at 23:13 5 / 2Killed by Mayywyn the elven mage at level 25 on the 19th Wealth 122nd year of Ascendancy at 01:33 |
Primary Stats
Strength | 159 (base 80) |
Dexterity | 107 (base 80) |
Constitution | 127 (base 60) |
Magic | 38 (base 10) |
Willpower | 33 (base 15) |
Cunning | 109 (base 80) |
Resources
Life | 1671/1671 |
Stamina | 162/162 |
Healing Factor | 2.0552792709944 |
Regeneration | 105.67262439423 |
Speed
Mental | +131.96119465475% |
Attack | +47.15870523132% |
Movement | 0% |
Spell | +47.15870523132% |
Global | +97.697267802199% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 8 |
See Stealth | 90.790935637305 |
See Invisible | 99.790935637309 |
Offense: Mainhand
Damage | 294 |
Accuracy | 89 |
Crit Chance | 149% |
APR | 114 |
Speed | 0.43 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 75 |
Crit Chance | 59% |
Speed | 0.67953846048597 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 45% |
Speed | 0.67953846048597 |
Offense: Damage Bonus
Acid | +15% |
Blight | +16% |
Arcane | +34% |
Mind | +13% |
All | +7% |
Darkness | +32% |
Light | +38% |
Temporal | +41% |
Physical | +85% |
Offense: Damage Penetration
Temporal | +11% |
Physical | +81% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.44823169384 (100%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 33 |
Mental Save | 46 |
Defense: Resistances
Acid | + 54%( 70%) |
Arcane | + 42%( 70%) |
All | + 36%( 70%) |
Lightning | + 53%( 70%) |
Light | + 38%( 70%) |
Temporal | + 41%( 70%) |
Physical | + 67%( 70%) |
Fire | + 59%( 70%) |
Darkness | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 58% |
Confusion Resistance | 79% |
Poison Resistance | 21% |
Blind Resistance | 21% |
Disarm Resistance | 42% |
Bleed Resistance | 20% |
Teleport Resistance | 0% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 2.5 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 358 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 187 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.50 |
| 3/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Duergar | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.70 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.70 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Lethality | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Daunting Presence |
talent | Counter Shot |
talent | Crippling Poison |
talent | Blade Flurry |
talent | Apply Poison |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Total Thuggery |
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 grave | active |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Warslinger. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Warslinger. Escort: repented thief (level 1 of Old Forest) | failed |
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 Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Warslinger. Escort: worried loremaster (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 1409. | 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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bear paw. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * 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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master Power 68.0 - 81.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +16 Crit +23.0% Capacity 23 Proj.spd +400% Ranged+ +12 nature +4 cold On Hit.r1 +16 cold On Crit.r2 +20 cold Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: ----- def ----- Armour +16 Defense +25 (+5 eff.) Resists +5% arcane +4% physical Spell.save +12 (+6 eff.) Mind.save +15 (+5 eff.) Die.at -40.00 life Poison- +21% Cut- +20% Confus- +21% ---------- misc Light +5 See.Stealth +16 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Mag +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +15 (+2 eff.) Dmg.mod +24% physical Apr +2 ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 15.00% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Quasit's Skull. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex +4 Mag +6 Cun dps ---------- Phys.crit +13.0% Spell.crit +16% Mind.crit +14% Crit.mult +10.00% Mind.pwr +5 (+1 eff.) S.pwr/crit +4 Melee+ 13 acid Dmg.mod +8% acid +6% mind Acc +9 (+1 eff.) Apr +12 ----- def ----- Armour +3 Fatigue +5% Resists +8% acid ---------- misc Max.psi +50.00 Max.vim +10.00 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +20.0% Atk.spd 83% On Crit.r2 +11 acid On Hit: 15% Perfect Strike 5 On Hit: 10% Corrosive Breath 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Defense +10 (+2 eff.) HP.reg +4.21 Pinning- +20% Harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70% Puts all charms on 14 cooldown 100% to heal for 99. 100% to gain a 32% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +10 Dex +2 Mag +1 Wil +5 Cun +2 Con dps ---------- Acc +16 (+3 eff.) ----- def ----- Resists +3% darkness Max.HP +129.00 HP.reg +17.00 Heal.mod +18% Disarm- +42% Pinning- +40% Knockbk- +27% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +14 Str +10 Con dps ---------- Phys.pwr +25 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +7% all Apr +1 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +12 Defense +5 (+1 eff.) Resists +6% acid +6% temporal +3% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Acc +8 (+1 eff.) Apr +16 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +21 light On Crit.r2 +8 arcane On Hit: 10% Shoot 1 While equipped: Stats +14 Con +14 Wil dps ---------- Phys.crit +14.0% Dmg.mod +12% arcane +6% light Res.pen +20% light Acc +12 (+2 eff.) ----- def ----- Resists +3% light Max.HP +110.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +2 Dex +5 Mag dps ---------- Spell.crit +3% Crit.mult +30.00% Spell.pwr +37 (+8 eff.) Dmg.mod +9% blight Phasing +31% ----- def ----- Resists +24% lightning Mind.save +15 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 71.0 - 85.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Crit +5.0% Block +290 On Crit.r2 +21 arcane While equipped: Stats +3 Str +6 Dex dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +30 Fatigue +8% HP.reg +4.18 Blind- +21% Disease- +21% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +19.00% Acc +9 (+1 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+5 eff.) Stealth +8 ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +8 Mag dps ---------- Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +25% temporal +25% darkness +25% physical +15% arcane +25% light Res.pen +11% temporal +13% physical Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +4 (+1 eff.) Resists +3% temporal +5% arcane +13% all Phys.save +25 (+6 eff.) Anom.red +15 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -731 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 731 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 increase movement speed by 501% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 781% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 674 life over 5 turns. 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 nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (68% 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: 3 lightning, 3 physical, 3 blight, 4 cold, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 (68% of a turn) Is a spell Description: Inflicts 397.62 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 179 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 690 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 619 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +1 Wil dps ---------- Crit.mult +14.00% Acc +7 (+1 eff.) Apr +11 On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +3% blight +4% physical Res.Cap +5% all Phys.save +11 (+3 eff.) Spell.save +3 (+1 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Cun +5 Con ----- def ----- Defense +12 (+3 eff.) Resists +9% light +6% cold Spell.save +14 (+7 eff.) Max.HP +65.00 HP.reg +13.00 Heal.mod +14% ---------- misc Max.stam +34.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +3 Con dps ---------- Melee+ 16 light Ranged+ 16 light Dmg.mod +15% light Apr +2 ----- def ----- Resists +2% physical Spell.save +12 (+6 eff.) Mind.save +8 (+3 eff.) Die.at -40.00 life Confus- +23% ---------- misc Max.stam +43.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +10% acid Acc +5 (+1 eff.) Melee Ret 2 nature ----- def ----- Armour +6 Defense +5 (+1 eff.) Spell.save +4 (+2 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Wil dps ---------- Mind.crit +4% Dmg.mod +12% physical ----- def ----- Armour +8 Phys.save +12 (+3 eff.) Silence- +30% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.17 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Str +6 Mag +13 Wil +7 Cun +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +8 (+1 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +10 (+3 eff.) Acc +20 (+4 eff.) ----- def ----- Resists +2% physical ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 90.5 - 135.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.pwr +25 (+4 eff.) ----- def ----- Armour +12 Resists +24% lightning Phys.save +18 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+8 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 blight +14 mind On Hit.r1 +4 light On Crit.r2 +4 light On Hit: * 17% chance to reduce strength, dexterity, and constitution by 33 * 22% chance to reduce all saves and defense by 40 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +7.0% Res.pen +20% light Melee Ret 4 light ----- def ----- Resists +6% light Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +8 Dex +1 Cun dps ---------- On Hit (Ranged): * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +8 Resists +9% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +5 Cun dps ---------- Dmg.mod +14% physical Res.pen +7% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +2 Str dps ---------- Phys.crit +11.0% Phys.pwr +8 (+1 eff.) Acc +7 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +29 acid +7 nature While equipped: Stats +6 Str +2 Mag +1 Cun dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +16% acid +13% nature +11% all Acc +10 (+2 eff.) Apr +23 ---------- misc Light +2 Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+7 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +6 Cun +8 Lck dps ---------- Crit.mult +10.00% Dmg.mod +9% blight +11% physical +6% arcane Res.pen +14% physical Melee Ret 4 blight ----- def ----- Stealth +11 HP.reg +2.00 Heal.mod +27% ---------- misc T.Disarm +20 Max.mana +20.00 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +3% acid Acc +15 (+3 eff.) Apr +1 ----- def ----- HP.reg +0.80 Heal.mod +13% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +3% Phys.pwr +12 (+2 eff.) Dmg.mod +6% blight Res.pen +5% mind Phasing +30% ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue -9% Phys.save +24 (+6 eff.) Spell.save +17 (+8 eff.) ---------- misc Max.enc +56 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +10% blight +10% temporal +8% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+0 eff.) ----- def ----- Phys.save +11 (+3 eff.) Spell.save +13 (+6 eff.) Mind.save +13 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil +5 Cun dps ---------- Mind.pwr +31 (+8 eff.) Res.pen +15% mind Acc +31 (+6 eff.) Melee Ret 8 blight ----- def ----- Defense +3 (+1 eff.) Fatigue -9% Resists +20% nature +18% blight Max.HP +110.00 HP.reg +11.00 Heal.mod +18% ---------- misc Max.stam +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Phys.crit +1.0% Phys.pwr +20 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +3% mind Heal.mod +10% Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak of Eldoral. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +5 (+1 eff.) Phys.save +6 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Str +5 Mag +1 Cun dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +8% acid +12% temporal +11% cold +7% fire +28% physical Res.pen +10% temporal +10% physical Apr +3 Melee Ret 4 physical ----- def ----- Resists +14% acid +12% physical +15% cold +13% fire +11% all Phys.save +3 (+1 eff.) Spell.save +18 (+8 eff.) Anom.red +10 ---------- misc See.Invis +3 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to cured leather armour. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Mag dps ---------- Crit.mult +20.88% Phys.pwr +25 (+4 eff.) Res.pen +25% physical ----- def ----- Armour +11 Fatigue -10% Phys.save +9 (+2 eff.) Die.at -80.00 life ---------- misc Max.enc +44 Stam/turn +3.13 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +10 Defense +20 (+4 eff.) Fatigue +3% Resists +9% light Phys.save +9 (+2 eff.) Silence- +34% Confus- +38% Stun/Frz- +28% Teleport- +20% ---------- misc Stam/turn +3.00 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 [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +30 (+5 eff.) ----- def ----- Armour +5 HP.reg +3.00 Heal.mod +11% ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +15 Dex +9 Wil +7 Cun ----- def ----- Armour +11 Defense +17 (+4 eff.) Fatigue +4% Resists +3% lightning +5% arcane +12% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +14 (+5 eff.) ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +6 Dex +4 Con dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 16 mind 12 darkness Res.pen +10% darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 40 ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Mind.save -14 (-5 eff.) Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Reproach 1 Ruined Earth: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Crit.mult +5.00% Melee+ 7 nature 5 mind Dmg.mod +5% nature +4% mind Acc +5 (+1 eff.) ----- def ----- Armour +2 Resists +5% nature +5% mind Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +20% ---------- misc Stam/turn +2.00 Max.stam +30.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 nature +8 mind On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Perfect Control 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +8 Con dps ---------- Acc +7 (+1 eff.) Apr +5 ----- def ----- Armour +15 Hardiness +12% Resists +9% physical Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +12 Crit +5.0% Atk.spd 100% On Hit: 5% Stone Touch 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +3% physical Apr +3 ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Mag +4 Con dps ---------- Res.pen +10% light Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 20 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +6 Defense +15 (+3 eff.) Fatigue +8% Resists +3% darkness +3% physical Phys.save +9 (+2 eff.) Die.at -80.00 life Max.HP +30.00 HP.reg +8.00 Heal.mod +13% A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+14 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+10 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 16 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 41.0 - 49.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +194 While equipped: Stats -15 Str +19 Con dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Armour +15 Fatigue +8% Resists +13% blight +23% cold +15% nature +15% acid Phys.save +6 (+1 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 71.0 - 85.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 Melee+ +20 mind While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +26 Fatigue +8% Resists +26% fire Max.HP +100.00 ---------- misc Light +3 Talents +1 Block Handheld deflection devices. This object's appearance was changed to Wrathroot's Barkwood. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 72.5 - 87.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 While equipped: Stats +7 Str +5 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +23% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Master Power 93.0 - 130.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +30.0% Capacity 21 Proj.spd +200% Ranged+ +8 cold +8 arcane +16 nature On Hit.r1 +12 nature +12 cold On Crit.r2 +4 nature +8 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 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 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +12% mind Res.pen +25% mind ----- def ----- Phys.save +18 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +4 See.Stealth +15 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +3% light Mind.save +5 (+2 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% blight +12% fire Spell.save +15 (+7 eff.) HP.reg +3.00 Cut- +20% Knockbk- +20% Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% lightning +6% light +6% nature ---------- misc Light +6 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 132 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. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 75.5 - 90.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +18 Crit +18.0% Capacity 20 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +6% mind Acc +15 (+3 eff.) ----- def ----- Resists +9% mind Spell.save +9 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +10 Wil dps ---------- Phys.pwr +10 (+1 eff.) Acc +30 (+6 eff.) ----- def ----- Resists +3% physical ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 10 cooldown 100% to increase all damage penetration by 27% for 2 turns. 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. |
![]() 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 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Warslinger the Duergar Skirmisher level 37
12nd Loss 122nd year of Ascendancy at 13:04 see stats
By Warslinger the Duergar Skirmisher level 43
3rd Shortage 122nd year of Ascendancy at 04:14 see stats
By Warslinger the Duergar Skirmisher level 37
10th Loss 122nd year of Ascendancy at 22:47 see stats
By Warslinger the Duergar Skirmisher level 41
27th Loss 122nd year of Ascendancy at 06:58 see stats
By Warslinger the Duergar Skirmisher level 8
1st Acquisition 122nd year of Ascendancy at 12:56 see stats
By Warslinger the Duergar Skirmisher level 40
24th Loss 122nd year of Ascendancy at 09:11 see stats
By Warslinger the Duergar Skirmisher level 33
32nd Dearth 122nd year of Ascendancy at 06:10 see stats
By Warslinger the Duergar Skirmisher level 18
7th Wealth 122nd year of Ascendancy at 14:26 see stats
By Warslinger the Duergar Skirmisher level 21
13rd Wealth 122nd year of Ascendancy at 20:37 see stats
By Warslinger the Duergar Skirmisher level 24
16th Wealth 122nd year of Ascendancy at 13:20 see stats
By Warslinger the Duergar Skirmisher level 31
2nd Dearth 122nd year of Ascendancy at 19:08 see stats
By Warslinger the Duergar Skirmisher level 10
13rd Profit 122nd year of Ascendancy at 19:40 see stats
By Warslinger the Duergar Skirmisher level 20
11st Wealth 122nd year of Ascendancy at 20:04 see stats
By Warslinger the Duergar Skirmisher level 30
27th Wealth 122nd year of Ascendancy at 13:07 see stats
By Warslinger the Duergar Skirmisher level 40
24th Loss 122nd year of Ascendancy at 09:08 see stats
By Warslinger the Duergar Skirmisher level 27
23rd Wealth 122nd year of Ascendancy at 19:08 see stats
By Warslinger the Duergar Skirmisher level 19
11st Wealth 122nd year of Ascendancy at 16:34 see stats
By Warslinger the Duergar Skirmisher level 13
24th Profit 122nd year of Ascendancy at 08:00 see stats
By Warslinger the Duergar Skirmisher level 40
24th Loss 122nd year of Ascendancy at 13:37 see stats
By Warslinger the Duergar Skirmisher level 5
18th Voratun 122nd year of Ascendancy at 18:39 see stats
By Warslinger the Duergar Skirmisher level 12
15th Profit 122nd year of Ascendancy at 23:58 see stats
By Warslinger the Duergar Skirmisher level 26
19th Wealth 122nd year of Ascendancy at 11:13 see stats
By Warslinger the Duergar Skirmisher level 17
6th Wealth 122nd year of Ascendancy at 05:02 see stats
By Warslinger the Duergar Skirmisher level 28
26th Wealth 122nd year of Ascendancy at 03:35 see stats
By Warslinger the Duergar Skirmisher level 23
16th Wealth 122nd year of Ascendancy at 11:44 see stats
By Warslinger the Duergar Skirmisher level 14
28th Profit 122nd year of Ascendancy at 02:23 see stats
By Warslinger the Duergar Skirmisher level 36
10th Loss 122nd year of Ascendancy at 11:06 see stats
Log
Today is the 4th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:08.
Connection to online server lost, trying to reconnect.
Connection to online server established.