














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 50 / 24% |
Size | big |
Lifes / Deaths | Killed by Xoldann the thief at level 8 on the 1st Mirth 122nd year of Ascendancy at 00:29 2 / 5Killed by Asis at level 20 on the 38th Haze 122nd year of Ascendancy at 18:20 Killed by orc necromancer at level 41 on the 60th Dusk 123rd year of Ascendancy at 14:33 Killed by orc necromancer at level 41 on the 60th Dusk 123rd year of Ascendancy at 17:43 Killed by Belyta the orc pyromancer at level 49 on the 69th Pyre 124th year of Ascendancy at 20:48 |
Primary Stats
Strength | 43 (base 11) |
Dexterity | 110 (base 60) |
Constitution | 87 (base 60) |
Magic | 42 (base 10) |
Willpower | 38 (base 28) |
Cunning | 81 (base 60) |
Resources
Life | 1262/1262 |
Stamina | 327/327 |
Psi | 118/118 |
Healing Factor | 1.4498704628101 |
Regeneration | 7.7820802974987 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 5 |
See Stealth | 45.797963493854 |
See Invisible | 48.797963493854 |
Stealth | 66 |
Offense: Mainhand
Damage | 158 |
Accuracy | 89 |
Crit Chance | 75% |
APR | 69 |
Speed | 1.00 |
Offense: Offhand
Damage | 67 |
Accuracy | 89 |
Crit Chance | 70% |
APR | 80 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Arcane | +21% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +15% |
Physical | +70% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (38.594633868923%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 46 |
Mental Save | 49 |
Defense: Resistances
Lightning | + 23%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 19%( 70%) |
Darkness | + 18%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Knockback Resistance | 0% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Skate |
talent | Leeching Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.1 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 158 - 222 Accuracy: 105 (knife) APR: 72 Crit Chance: +84% Crit mult: 286% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Parrying melee and ranged attacks: Has a 46% chance to deflect up to 23 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
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 Psionic / Augmented mobility (at mastery 1.00). | 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 improved talent Craftsman's Eye (+1 level(s)). | done |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 870. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +10 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +5% arcane +3% darkness Stealth +7 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Master Power 184% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +3.0% Capacity 24 Proj.spd +200% Ranged+ +20 physical On Crit.r2 +16 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +16 Dex +6 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +4 Fatigue +4% Die.at -40.00 life Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 251.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +12% Mind.crit +14% Crit.mult +10.00% ----- def ----- Armour +7 Mind.save +14 (+5 eff.) Max.HP +46.00 Unarmed combat: Power 150% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +11.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +25% physical ----- def ----- Defense +10 (+2 eff.) ---------- misc See.Invis +3 Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Mag +2 Cun +9 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+4 eff.) Acc +20 (+4 eff.) ----- def ----- Resists +9% lightning Phys.save +18 (+6 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Str +7 Mag dps ---------- Spell.crit +2% Crit.mult +20.00% Acc +13 (+3 eff.) Apr +16 Melee Ret 6 arcane ----- def ----- Defense +14 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Max.vim +30.00 Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +16 ----- def ----- Phys.save +18 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 167% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +11 (+3 eff.) Dmg.mod +6% physical Res.pen +20% physical Acc +22 (+5 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Disarm- +23% Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Wil +6 Cun dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +12 (+3 eff.) Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +9% blight Phys.save +14 (+4 eff.) Spell.save +29 (+10 eff.) Mind.save +17 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +11 Str +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% mind +21% arcane Res.pen +15% arcane +25% physical Acc +31 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 instantly heal yourself for 279 then cleanse 1 wound, poison, and disease effect. 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 298 then cleanse 1 wound, poison, and disease effect. 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 730% 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 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 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 light, 3 blight, 3 fire, 3 darkness 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 (100% of a turn) Is a spell Description: Inflicts 302.00 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +5% acid Apr +1 On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Resists +6% physical ---------- misc Stam/turn +1.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +11 (+4 eff.) Blind- +39% Confus- +21% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.11 Max.mana +21.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck dps ---------- Acc +18 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 14% Heal.mod +24% Cut- +60% Heal: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.24 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +50.00 HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +18% lightning +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +6% light +15% darkness ---------- misc Light +1 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% mind Melee Ret 2 mind 10 nature On Hit (Melee): * 20% chance to slow global speed by 52% * 10% chance to reduce all saves and defense by 25 ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +11% cold +3% nature Melee Ret 2 lightning 6 nature ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +20 (+4 eff.) Resists +12% cold +3% fire Max.HP +34.00 Disarm- +28% Pinning- +52% Knockbk- +45% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +13 (+5 eff.) Dmg.mod +18% darkness +14% fire Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +28% fire Mind.save +14 (+5 eff.) Confus- +42% 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 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Crit.chn- 15.00% Spell.save +6 (+2 eff.) ---------- misc Infravis +2 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 63.61 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 23 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +45% fire +15% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane +42% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 36 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% lightning +21% blight Res.pen +25% arcane +25% light Melee Ret 8 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +38% lightning +9% blight Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.99 cold and 13.77 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 43 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +10 Wil +5 Cun dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +12 (+6 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +6% darkness HP.reg +2.00 Disease- +10% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +5% arcane +12% lightning Phys.save +18 (+6 eff.) HP.reg +10.00 Stun/Frz- +57% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +21% ---------- misc Max.enc +20 Infravis +4 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Resists +21% acid +21% fire +14% lightning +16% cold Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Dex dps ---------- Melee+ 7 physical Ranged+ 6 physical Acc +5 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +62.00 HP.reg +13.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +9 Str +8 Con dps ---------- Mind.crit +8% Mind.pwr +30 (+10 eff.) Dmg.mod +6% temporal ----- def ----- Resists +15% temporal Phys.save +16 (+5 eff.) ---------- misc Psi/ret +0.20 Max.psi +55.11 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Blind- +25% ---------- misc Infravis +3 See.Stealth +14 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +26% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Blind- +26% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 30% Cun, 40% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 8 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +4 Dex +7 Mag +6 Wil +6 Cun +6 Con dps ---------- Phys.crit +11.0% Phys.pwr +5 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 135% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Res.pen +10% all Acc +14 (+3 eff.) Apr +12 ----- def ----- Resists +5% arcane +6% mind ---------- misc Equi/ret +0.20 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 138% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all Acc +6 (+2 eff.) Apr +9 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 188% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 17 While equipped: ----- def ----- Disease- +49% Massive two-handed swords. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 161% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +15 (+7 eff.) S.pwr/crit +6 Dmg.mod +24% arcane +12% lightning Res.pen +15% lightning ----- def ----- Resists +15% lightning ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Max.mana +100.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Normal] Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 +8% Mind.pwr +13 (+5 eff.) Dmg.mod +35% darkness +28% mind Res.pen +29% darkness +10% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +9% fire +11% darkness +6% blight Blind- +17% ---------- misc Psi/m.crit +3.00 Max.hate +5.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 14 physical Dmg.mod +18% physical Res.pen +23% physical ----- def ----- Resists +18% 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+4 eff.) Dmg.mod +13% lightning +11% cold +8% physical ----- def ----- Defense +33 (+7 eff.) Pinning- +19% ---------- misc Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 95.92 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 15 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +1 Dex +5 Mag +7 Wil +5 Cun +3 Con dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Melee+ 13 lightning Dmg.mod +16% lightning Res.pen +17% lightning ----- def ----- Resists +16% lightning ---------- misc Hate/m.crit +3.00 Psi/m.crit +5.00 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. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +22 (+10 eff.) Melee+ 35 fire Dmg.mod +30% temporal ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Ego++] Master Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +16% physical Res.pen +13% physical Acc +19 (+4 eff.) ----- def ----- Disarm- +14% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +12 (+4 eff.) Res.pen +5% temporal ----- def ----- Defense +30 (+6 eff.) Resists +15% lightning +15% temporal +6% darkness +6% mind +3% nature Crit.chn- 5.00% Phys.save +23 (+7 eff.) Stealth +12 HP.reg +3.40 Heal.mod +30% Silence- +24% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +8 Wil +12 Cun +7 Lck dps ---------- Dmg.mod +6% nature +12% darkness Against +42% Summoned Melee Ret 10 nature 8 cold ----- def ----- Fatigue -9% D.Red.from +45% Summoned Stealth +11 ---------- misc T.Disarm +24 Max.enc +56 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) Dmg.mod +22% physical Res.pen +14% physical A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+1 eff.) Resists +11% light +11% fire Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +25% light ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +6% blight +8% darkness +11% light +15% all Max.HP +148.00 HP.reg +3.70 Heal.mod +21% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +5% physical ----- def ----- Armour +3 Fatigue -6% Max.HP +35.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% darkness +5% physical ----- def ----- Armour +2 Resists +4% physical Die.at -20.00 life HP.reg +4.00 ---------- misc Stam/turn +1.70 Max.stam +30.00 Unarmed combat: Power 116% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 35.12 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+4 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +7% Crit.mult +10.00% On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+4 eff.) Unarmed combat: Power 123% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +12.0% Atk.spd 100% On Crit: 20% Cripple 3 On Hit: * 22 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +18 Dex +8 Cun dps ---------- Dmg.mod +30% fire Acc +9 (+2 eff.) Apr +15 Melee Ret 8 nature ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 135% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +25 Crit +10.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Wil +3 Cun dps ---------- Phys.crit +2.0% Mind.pwr +6 (+2 eff.) Dmg.mod +3% physical Acc +20 (+4 eff.) Apr +2 ----- def ----- Armour +13 Defense +22 (+5 eff.) Fatigue +5% Resists +16% darkness +16% light +6% all Phys.save +11 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +11 Mag +20 Con dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +29% arcane +20% darkness +6% mind ----- def ----- Defense +8 (+2 eff.) Resists +30% darkness +6% mind Die.at -60.00 life Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 5.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master While equipped: Stats +10 Str +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% darkness +13% physical Max.HP +88.00 ---------- misc Light +1 Track: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +20% light On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +15 Defense +32 (+7 eff.) Fatigue +8% Resists +12% nature Mind.save +20 (+7 eff.) HP.reg +8.00 ---------- misc Stam/turn +1.50 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% darkness +11% physical Max.HP +55.00 HP.reg +12.10 Heal.mod +17% ---------- misc Light +2 Track: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +25% acid Mind.save +20 (+7 eff.) A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 165% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +30 Apr +18 Crit +26.0% Capacity 22 Ranged+ +44 fire On Crit.r2 +23 fire On Hit: * 20% chance to slow global speed by 52% * 20 arcane resource burn 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. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 20% Mag, 50% Str Dmg Bright light Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 58 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.95 cold damage and 16.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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 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. |
![]() 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 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 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 368.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Str +3 Dex +2 Wil +1 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +15% mind Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 11 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 11 cooldown 100% to reduce fatigue by 46% 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. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +20% fire Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +15% blight +9% fire +15% light Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+5 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 142.00 temporal and 142.00 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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: 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 Asis the Cornac Rogue level 36
10th Flare 123rd year of Ascendancy at 15:50 see stats
By Asis the Cornac Rogue level 32
4th Allure 123rd year of Ascendancy at 04:15 see stats
By Asis the Cornac Rogue level 47
45th Pyre 124th year of Ascendancy at 04:06 see stats
By Asis the Cornac Rogue level 30
3rd Decay 122nd year of Ascendancy at 13:09 see stats
By Asis the Cornac Rogue level 39
44th Dusk 123rd year of Ascendancy at 15:06 see stats
By Asis the Cornac Rogue level 42
70th Dusk 123rd year of Ascendancy at 20:49 see stats
By Asis the Cornac Rogue level 46
25th Pyre 124th year of Ascendancy at 01:18 see stats
By Asis the Cornac Rogue level 38
39th Dusk 123rd year of Ascendancy at 02:18 see stats
By Asis the Cornac Rogue level 44
65th Haze 123rd year of Ascendancy at 04:58 see stats
By Asis the Cornac Rogue level 36
3rd Mirth 123rd year of Ascendancy at 15:18 see stats
By Asis the Cornac Rogue level 40
57th Dusk 123rd year of Ascendancy at 23:09 see stats
By Asis the Cornac Rogue level 37
8th Dusk 123rd year of Ascendancy at 01:29 see stats
By Asis the Cornac Rogue level 34
52nd Regrowth 123rd year of Ascendancy at 16:57 see stats
By Asis the Cornac Rogue level 20
55th Haze 122nd year of Ascendancy at 10:58 see stats
By Asis the Cornac Rogue level 33
23rd Regrowth 123rd year of Ascendancy at 22:17 see stats
By Asis the Cornac Rogue level 31
5th Decay 122nd year of Ascendancy at 03:23 see stats
By Asis the Cornac Rogue level 41
58th Dusk 123rd year of Ascendancy at 01:58 see stats
By Asis the Cornac Rogue level 28
80th Haze 122nd year of Ascendancy at 11:41 see stats
By Asis the Cornac Rogue level 23
59th Haze 122nd year of Ascendancy at 05:21 see stats
By Asis the Cornac Rogue level 43
71st Dusk 123rd year of Ascendancy at 01:50 see stats
By Asis the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 15:26 see stats
By Asis the Cornac Rogue level 20
38th Haze 122nd year of Ascendancy at 18:09 see stats
By Asis the Cornac Rogue level 30
2nd Decay 122nd year of Ascendancy at 12:18 see stats
By Asis the Cornac Rogue level 40
54th Dusk 123rd year of Ascendancy at 02:56 see stats
By Asis the Cornac Rogue level 50
71st Pyre 124th year of Ascendancy at 20:57 see stats
By Asis the Cornac Rogue level 33
7th Regrowth 123rd year of Ascendancy at 16:23 see stats
By Asis the Cornac Rogue level 32
6th Decay 122nd year of Ascendancy at 23:17 see stats
By Asis the Cornac Rogue level 35
42nd Pyre 123rd year of Ascendancy at 09:02 see stats
By Asis the Cornac Rogue level 21
56th Haze 122nd year of Ascendancy at 08:29 see stats
By Asis the Cornac Rogue level 37
35th Dusk 123rd year of Ascendancy at 01:05 see stats
By Asis the Cornac Rogue level 32
4th Allure 123rd year of Ascendancy at 04:15 see stats
By Asis the Cornac Rogue level 20
38th Haze 122nd year of Ascendancy at 18:18 see stats
By Asis the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 07:09 see stats
By Asis the Cornac Rogue level 32
4th Allure 123rd year of Ascendancy at 04:15 see stats
By Asis the Cornac Rogue level 13
36th Dusk 122nd year of Ascendancy at 00:08 see stats
By Asis the Cornac Rogue level 21
56th Haze 122nd year of Ascendancy at 16:38 see stats
By Asis the Cornac Rogue level 45
2nd Pyre 124th year of Ascendancy at 04:48 see stats
By Asis the Cornac Rogue level 31
5th Decay 122nd year of Ascendancy at 09:00 see stats
By Asis the Cornac Rogue level 17
9th Haze 122nd year of Ascendancy at 06:07 see stats
By Asis the Cornac Rogue level 29
2nd Decay 122nd year of Ascendancy at 12:18 see stats
Log
Asis's Throwing Knife hits Orc soldier for 472 physical damage.
Orc soldier regains their energy.
Orc soldier roars with rage shaking off 1 mental debuffs!
Vulnerability Poison from Asis hits Orc soldier for 43 arcane damage.
Deadly Poison from Asis hits Orc soldier for 42 nature damage.
Asis receives 31 healing from Deadly Poison from Asis.
Asis uses Throwing Knives.
Asis's Throwing Knife performs a melee critical strike against Orc soldier!
Poison bursts out of Orc soldier's corpse!
You collect a new ingredient: orc heart (1).
Asis's Throwing Knife hits Orc soldier for 607 physical damage.
Asis's Throwing Knife killed Orc soldier!
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Talent Lure is ready to use.
Your Asis's bladestorm trap has expired.
Asis picks up (8.): voratun mace (157% power, 6 apr).
Asis picks up ( .): troll-hide drakeskin leather armour of delving (20 def, 8 armour).
Asis picks up ( .): enlightening voratun plate armour of acid resistance (0 def, 16 armour).
Asis picks up ( .): infernal dragonbone starstaff (136% power, 6 apr, temporal element).
Asis picks up ( .): sunsealed elven-silk robe of life (6 def, 6 armour).
Asis picks up ( .): elven-silk wizard hat 'Brenubers' (8 def, 0 armour).
Asis picks up ( .): hungering living mindstar of gales (114% power, 40 apr, nature damage).
Asis picks up ( .): wrathful living mindstar of storms (114% power, 40 apr, mind damage).