












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 24 / 30% |
Size | medium |
Lifes / Deaths | Killed by Gevena the gigantic sandworm tunneler at level 24 on the 56th Haze 122nd year of Ascendancy at 14:32 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 55 (base 46) |
Constitution | 24 (base 10) |
Magic | 43 (base 23) |
Willpower | 10 (base 10) |
Cunning | 42 (base 40) |
Resources
Life | -108/744 |
Mana | 18/238 |
Stamina | 3/212 |
Healing Factor | 1.3272674059366 |
Regeneration | 17.58629312866 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 38.051968732286 |
See Invisible | 51.051968732286 |
Offense: Mainhand
Damage | 75 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 63 |
Crit Chance | 27% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +10% |
Blight | +12% |
Arcane | +3% |
Nature | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +13% |
Acid | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (51.69962066283%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 30 |
Mental Save | 24 |
Defense: Resistances
Acid | + 11%( 70%) |
Light | + 40%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 26%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 17%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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 226 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 62 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 Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Gylaith the treant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% mind Acc +15 (+4 eff.) ----- def ----- Armour +3 Defense +20 (+5 eff.) ---------- misc Stam/turn +0.50 Max.stam +19.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 156% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Capacity 16 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Melee Ret 2 light ----- def ----- Armour +6 Fatigue +3% Resists +6% light +6% acid Max.HP +100.00 HP.reg +2.00 ---------- misc Infravis +3 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +9% darkness Phys.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life Disease- +20% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Mag ----- def ----- Defense +5 (+2 eff.) Phys.save +18 (+6 eff.) Max.HP +42.00 HP.reg +8.00 Heal.mod +11% ---------- misc See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +3% lightning +12% fire Spell.save +23 (+11 eff.) Blind- +25% ---------- misc Max.stam +24.00 Infravis +4 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Cun +3 Con dps ---------- Melee Ret 6 nature ----- def ----- Phys.save +11 (+3 eff.) Max.HP +40.00 HP.reg +3.00 ---------- misc Light +3 Infravis +3 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Psionic Power 146% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +20 acid +9 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% acid +13% nature Apr +6 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Acc +20 (+5 eff.) Apr +1 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness Max.HP +45.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +11 (+3 eff.) Die.at -40.00 life Max.HP +33.00 ---------- misc Stam/turn +1.00 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 [Random Unique] Master While equipped: Stats +5 Str +9 Dex +2 Mag dps ---------- Mov.spd +20% Dmg.mod +12% blight Melee Ret 2 arcane ----- def ----- Armour +6 Defense +20 (+5 eff.) Fatigue +8% Resists +21% cold Phys.save +8 (+2 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 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 5 turns. While Heroism is active, you will only die when reaching -404 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 808 life, 10 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% 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 16 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 459 life over 5 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 82.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 21 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 80 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 Dexterity 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 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 81 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 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 20 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 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 53 damage for 5 turns. 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 18 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 562 damage for 5 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 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. Its effects scale with your Dexterity 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 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Con Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +2 Resists +12% nature Crit.chn- 15.00% Phys.save +8 (+2 eff.) Disease- +10% Cut- +20% Silence- +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% cold ----- def ----- Resists +26% lightning +3% darkness +3% light Crit.chn- 15.00% Phys.save +15 (+5 eff.) Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +10% physical Apr +6 Melee Ret 6 darkness ----- def ----- Armour +12 Phys.save +8 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +20 acid While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +1% physical Die.at -60.00 life Blind- +20% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 darkness Against +14% Living Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 127% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 130% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Curse of Defenselessness 3 On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 109% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Res.pen +5% all Acc +7 (+2 eff.) Apr +9 ----- def ----- Crit.chn- 15.00% Max.HP +60.00 Cut- +10% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +16 darkness On Crit.r2 +16 mind +7 fire While equipped: dps ---------- Mind.pwr +10 (+5 eff.) All.spd +6% Dmg.mod +6% mind Res.pen +39% fire ---------- misc Max.hate +4.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +17 (+5 eff.) Apr +13 ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +10% all Acc +19 (+5 eff.) Apr +25 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +12 nature While equipped: Stats +5 Str +15 Dex +8 Mag +11 Wil +6 Cun +9 Con dps ---------- Dmg.mod +6% fire Res.pen +15% physical Melee Ret 4 nature On Hit (Ranged): * 10% chance to slow global speed by 40% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +11% lightning +8% fire +9% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% acid +9% fire +8% cold +7% physical Res.pen +5% acid +4% fire +4% cold +6% physical ----- def ----- Max.HP +31.00 HP.reg +0.60 Heal/summ +21 ---------- misc Max.summ +2 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +2% arcane ---------- 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% lightning +8% fire +11% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +3 Mag +3 Wil +2 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 lightning Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Resists +12% lightning ---------- 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. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+6 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.70 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.5% Atk.spd 100% Phasing +20% Melee+ +11 nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +30 (+8 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +11% Unnatural While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% mind Res.pen +10% fire ----- def ----- Resists +3% darkness +9% temporal Spell.save +15 (+8 eff.) One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +10% One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Spell.pwr +2 (+1 eff.) Melee Ret 4 cold ----- def ----- Fatigue -4% Resists +21% cold Mind.save +7 (+4 eff.) ---------- misc Max.enc +23 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +1 Con ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +8% blight +11% all Max.HP +49.00 HP.reg +3.20 Heal.mod +15% ---------- misc Mana/turn +0.18 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +9% blight +11% all Max.HP +51.00 HP.reg +1.70 Heal.mod +14% Poison- +25% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) Apr +1 Melee Ret 10 nature ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +6% nature ---------- misc Max.stam +30.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun +2 Con dps ---------- Dmg.mod +6% cold Res.pen +15% cold Acc +10 (+3 eff.) ----- def ----- Armour +1 ---------- misc Max.stam +30.00 Disengage: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% 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. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Defense +1 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +8% fire +7% lightning +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +26.00 HP.reg +6.30 Heal.mod +11% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid HP.reg +2.50 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +21% acid A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +22% darkness +15% temporal Def/telep +23 Res/telep +11% Dur/telep +22% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Rare] Nature Power 120% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +16 fire +8 light +15 nature On Hit.r1 +8 fire On Crit.r2 +20 fire On Hit: * 20% chance to reduce all saves and defense by 15 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Nature/Master Power 121% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 57 Ranged+ +8 nature While equipped: ---------- misc Reload +3 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 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Max.HP +45.00 ---------- 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. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +25% Confus- +10% ---------- misc Light +8 See.Stealth +12 See.Invis +5 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 27% for 2 turns. 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% cold Res.pen +15% cold ----- def ----- Resists +15% lightning +6% cold Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 675 Base Damage: 264 Armor: 8 All Resist: 11 Puts all charms on 22 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +27% acid On Hit (Melee): * 20% chance to reduce armor by 30% * 10% chance to slow global speed by 40% * 20% chance to reduce damage dealt by 13% Sting an enemy dealing 318 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 45. 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 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 150 cold damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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 Kira the Cornac Shadowblade level 22
50th Haze 122nd year of Ascendancy at 01:26 see stats
By Kira the Cornac Shadowblade level 18
3rd Haze 122nd year of Ascendancy at 14:44 see stats
By Kira the Cornac Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 05:06 see stats
By Kira the Cornac Shadowblade level 20
37th Haze 122nd year of Ascendancy at 17:44 see stats
By Kira the Cornac Shadowblade level 18
17th Dusk 122nd year of Ascendancy at 13:33 see stats
By Kira the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 00:49 see stats
By Kira the Cornac Shadowblade level 19
10th Haze 122nd year of Ascendancy at 20:17 see stats
By Kira the Cornac Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 09:41 see stats
By Kira the Cornac Shadowblade level 19
10th Haze 122nd year of Ascendancy at 06:43 see stats
By Kira the Cornac Shadowblade level 23
51st Haze 122nd year of Ascendancy at 02:47 see stats
By Kira the Cornac Shadowblade level 16
10th Dusk 122nd year of Ascendancy at 04:10 see stats
Log
Kira hits Gevena the gigantic sandworm tunneler for (13 flat reduction), 8 physical, 0 arcane, (4 flat reduction), 0 light, (7 flat reduction), 0 darkness, (11 flat reduction), 0 physical, 0 arcane, (4 flat reduction), 0 light, (7 flat reduction), 0 darkness (8 total damage).
Gevena the gigantic sandworm tunneler throws two quick punches.
Gevena the gigantic sandworm tunneler performs a melee critical strike against Kira!
Kira reacts to an attack from Gevena the gigantic sandworm tunneler, mitigating the blow!.
Melee retaliation hits Gevena the gigantic sandworm tunneler for (1 flat reduction), 0 arcane, (5 flat reduction), 0 nature, (1 flat reduction), 0 light, (1 flat reduction), 0 arcane, (5 flat reduction), 0 nature, (1 flat reduction), 0 light (0 total damage).
Gevena the gigantic sandworm tunneler hits Kira for (54 reacted , -5 stam), 135 physical, (15 parried), 121 physical (255 total damage).
Kira feels pain again.
You are unable to move!
Kira activates Essence of Speed.
Gevena the gigantic sandworm tunneler uses Beckon.
Kira has been beckoned.
Kira is no longer harassed.
Kira hits Gevena the gigantic sandworm tunneler for (13 flat reduction), 17 physical, 0 arcane, (7 flat reduction), 0 light, (12 flat reduction), 0 darkness, (13 flat reduction), 5 physical, 0 arcane, (7 flat reduction), 0 light, (12 flat reduction), 0 darkness (22 total damage).
Gevena the gigantic sandworm tunneler uses Grab.
Kira reacts to an attack from Gevena the gigantic sandworm tunneler, mitigating the blow!.
Kira is pinned to the ground.
Melee retaliation hits Gevena the gigantic sandworm tunneler for (1 flat reduction), 0 arcane, (7 flat reduction), 0 nature, (1 flat reduction), 0 light (0 total damage).
Gevena the gigantic sandworm tunneler hits Kira for (56 reacted , -5 stam), 140 physical (140 total damage).
You are unable to move!
Kira wears (replacing Bilebringer the pair of hardened leather boots (6 def, 3 armour)): Halekalthotar (20 def, 3 armour).
Gevena the gigantic sandworm tunneler throws two quick punches.
Kira reacts to an attack from Gevena the gigantic sandworm tunneler, mitigating the blow!.
Kira is no longer being stalked by Gevena the gigantic sandworm tunneler.
Gevena the gigantic sandworm tunneler misses Kira.
Melee retaliation hits Gevena the gigantic sandworm tunneler for (1 flat reduction), 0 arcane, (3 flat reduction), 0 nature, (1 flat reduction), 0 light (0 total damage).
Gevena the gigantic sandworm tunneler hits Kira for (15 parried), (46 reacted , -5 stam), 113 physical (113 total damage).
Kira the level 24 cornac shadowblade was pierced to death by Gevena the gigantic sandworm tunneler on level 1 of Sandworm lair.