Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Live-Updating Locked Tooltip 1.7.6Allows information in locked tooltips to be updated. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Keys (without item letters) 1.7.6Improves keyboard navigation in the inventory and equipment dialogs. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). 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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 46 / 76% |
Size | big |
Lifes / Deaths | Killed by Isletta the fire drake hatchling at level 23 on the 75th Regrowth 123rd year of Ascendancy at 21:13 0 / 7Killed by Emelithra the giant army ant at level 23 on the 78th Regrowth 123rd year of Ascendancy at 02:21 Killed by Vorekira the ghoulking at level 24 on the 2nd Pyre 123rd year of Ascendancy at 16:36 Killed by Elorin the orc warrior at level 34 on the 42nd Dusk 123rd year of Ascendancy at 17:52 Killed by LOLBRINGER's Inner Demon at level 42 on the 46th Regrowth 124th year of Ascendancy at 07:38 Killed by Eilinelle the treant at level 46 on the 77th Regrowth 124th year of Ascendancy at 17:34 Killed by LOLBRINGER's Inner Demon at level 46 on the 79th Regrowth 124th year of Ascendancy at 07:19 |
Primary Stats
Strength | 80 (base 61) |
Dexterity | 38 (base 27) |
Constitution | 43 (base 23) |
Magic | 86 (base 60) |
Willpower | 28 (base 16) |
Cunning | 67 (base 44) |
Resources
Mana | 340/340 |
Vim | 126/140 |
Life | 1646/1646 |
Stamina | 280/280 |
Steam | 100/100 |
Healing Factor | 1.5697742564935 |
Regeneration | 31.787928693993 |
Speed
Mental | +25% |
Attack | +15% |
Movement | +10% |
Spell | +15% |
Global | +119.41616685128% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 61.121266583007 |
See Invisible | 58.121266583007 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 154 |
Accuracy | 61 |
Crit Chance | 55% |
APR | 80 |
Speed | 0.80 |
Offense: Offhand
Damage | 21 |
Accuracy | 61 |
Crit Chance | 58% |
APR | 83 |
Speed | 0.80 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 28% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 18% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +12% |
Light | +26% |
Blight | +9% |
Arcane | +28% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +61% |
Temporal | +71% |
Physical | +122% |
All | +46% |
Nature | +86% |
Defense: Base
Armour (hardiness) | 49.723073231957 (53.594633868923%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 51 |
Mental Save | 39 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 63%( 70%) |
All | + 10%( 70%) |
Darkness | + 49%( 70%) |
Light | + 32%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 17%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 70%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Confusion Resistance | 20% |
Poison Resistance | 80% |
Blind Resistance | 10% |
Silence Resistance | 50% |
Bleed Resistance | 60% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 66% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 659 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 894% 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1017 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 1017 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Fearfire | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Share the Pain |
talent | Horrifying Blows |
talent | Premonition |
talent | Chant of Fortress |
talent | Eternal Suffering |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by giant spider. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Glewe the wolf. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Zelor the dúathedlen. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by LOLBRINGER. Escort: lost warrior (level 7 of Dreadfell) | failed |
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 Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glorera the elder vampire. Escort: temporal explorer (level 4 of Dreadfell) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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: 0. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed naga tongue. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bear paw. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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. * You have destroyed Grushnak. * 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 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 228 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% temporal ----- def ----- Resists +20% nature Spell.save +6 (+2 eff.) Mind.save +26 (+9 eff.) Die.at -80.00 life Max.HP +103.44 Disease- +20% ---------- misc Light +5 See.Stealth +23 See.Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +25 (+7 eff.) Res.pen +15% physical ----- def ----- Armour +3 Fatigue +3% Resists +16% light +14% darkness Die.at -60.00 life Silence- +50% ---------- misc Stam/turn +3.00 Psi/ret +0.28 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Mag +7 Wil +4 Con dps ---------- Phys.crit +2.0% Spell.crit +10% Crit.mult +5.00% Phys.pwr +15 (+4 eff.) Spell.pwr +12 (+3 eff.) Melee+ 4 acid 7 fire 7 cold 8 lightning Res.pen +20% physical ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Disarm- +139% ---------- misc Mana/turn +0.21 Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 130% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +18 ice +10 lightning +29 fire +17 arcane +24 acid On Hit: 10% Disarm 5 On Hit: 10% Elemental Bolt 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +10 Resists +5% arcane +12% cold Die.at -80.00 life Poison- +20% Teleport- +10% Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 22 cooldown Increase 2 buffs' duration by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +10 Con dps ---------- Phys.pwr +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% acid +3% fire +3% blight Spell.save +18 (+6 eff.) Max.HP +27.00 HP.reg +5.00 Disarm- +23% Pinning- +41% Stun/Frz- +39% Knockbk- +34% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +13 Mag dps ---------- Spell.pwr +15 (+3 eff.) Melee+ 36 light Ranged+ 39 light Dmg.mod +17% light +12% acid Res.pen +15% lightning ----- def ----- Resists +29% acid +30% fire +45% lightning +27% cold Can be unequipped or rerolled. 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? |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +11 Dex +6 Cun +6 Con dps ---------- Crit.mult +10.00% Mov.spd +10% Dmg.mod +9% light Res.pen +20% physical Apr +3 ----- def ----- Defense +10 (+2 eff.) Fatigue -7% Resists +9% blight HP.reg +3.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 175% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +24 Crit +23.0% Atk.spd 100% Melee+ +26 darkness Against +26% Living On Hit.r1 +16 mind While equipped: dps ---------- Dmg.mod +3% arcane +15% mind Res.pen +21% physical +15% nature +21% all Acc +65 (+13 eff.) Apr +39 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +3% nature Massive two-handed mauls. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Fatigue -20% Resists +6% lightning +7% temporal +6% light Spell.save +12 (+4 eff.) Max.HP +40.00 Heal.mod +20% Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +50 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +26.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Defense +22 (+5 eff.) Resists +14% blight +20% cold +39% nature Die.at -80.00 life HP.reg +4.00 Heal.mod +13% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% 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 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +6.0% Crit.mult +10.00% Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 8 acid 15 fire Dmg.mod +9% blight Apr +7 Melee Ret 12 acid 12 fire ----- def ----- Armour +7 Defense +21 (+5 eff.) Fatigue +8% Resists +22% acid +15% fire +3% light HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% ---------- misc Stam/turn +1.10 Mana/turn +0.12 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 108 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 182% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 220 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 151 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 292 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 8 turns. While Heroism is active, you will only die when reaching -916 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 916 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 35 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 -712 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 712 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 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 904% 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 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (86% 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 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 unleash a cone dealing 292.10 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 113 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 482 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 731 damage for 5 turns. 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 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 ---------- Dmg.mod +6% blight +3% temporal Res.pen +10% temporal ----- def ----- Resists +3% blight +5% physical Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) Phasing +30% Melee Ret 10 arcane ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Res.pen +15% mind Melee Ret 4 blight ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +14 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Mind.save +15 (+5 eff.) Max.HP +100.00 Poison- +20% Disarm- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 4 mind ----- def ----- Resists +15% lightning +6% darkness +15% mind Stun/Frz- +32% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 9 light 7 darkness Dmg.mod +12% acid +6% light +7% darkness On Hit (Melee): * 10% chance to reduce armor by 38% On Melee Ret: * 6% chance to reduce damage dealt by 20% * 6% chance to blind ----- def ----- Resists +15% acid ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +4 Cun +5 Con ----- def ----- Resists +3% cold +12% temporal Phys.save +7 (+2 eff.) Spell.save +3 (+1 eff.) Max.HP +44.00 HP.reg +3.00 Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% mind Confus- +20% ---------- misc Mana/turn +0.16 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Str +8 Dex +10 Mag +7 Wil +6 Cun dps ---------- Phys.crit +5.0% Apr +3 Melee Ret 6 mind ----- def ----- Crit.dmg- 15.00% Mind.save +15 (+5 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +2 Resists +9% blight +5% arcane +3% lightning Phys.save +17 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +5 Res.pen +25% blight ----- def ----- Defense +15 (+4 eff.) Resists +2% physical +15% darkness +6% cold Pinning- +20% ---------- misc Mana/turn +0.40 Max.mana +34.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Mag +6 Cun +2 Con dps ---------- Dmg.mod +15% mind Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +7 Defense +8 (+2 eff.) Resists +15% cold Res.Cap +6% all Phys.save +23 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Spell.crit +7% Crit.mult +38.00% Spell.pwr +13 (+3 eff.) Dmg.mod +10% blight +11% fire +6% mind ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +9 Str +8 Dex +9 Wil dps ---------- Crit.mult +17.00% Spell.pwr +13 (+3 eff.) Dmg.mod +8% blight +12% fire Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight +3% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 * 10% chance to reduce damage dealt by 20% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Blind- +30% ---------- misc Infravis +4 See.Stealth +9 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +12% light ----- def ----- Armour +6 Resists +26% lightning +6% darkness Blind- +20% Stun/Frz- +10% ---------- misc Max.mana +60.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Crit.mult +20.00% Mind.pwr +15 (+5 eff.) ----- def ----- Max.HP +29.00 Disarm- +26% Pinning- +27% Knockbk- +24% ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +3% mind Res.pen +25% cold Melee Ret 8 cold ----- def ----- Defense +10 (+2 eff.) ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 17 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% lightning ----- def ----- Armour +8 Resists +26% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +7 Mag dps ---------- Mind.crit +6% Dmg.mod +12% lightning +6% fire Res.pen +15% fire ----- def ----- Resists +9% fire Spell.save +14 (+5 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +15% darkness On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +20% nature +3% cold Spell.save +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +3% light +3% temporal +6% nature +3% fire Mind.save +7 (+3 eff.) Die.at -20.00 life Confus- +26% 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. This item has been sent to the Item's Vault. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% blight +12% cold Melee Ret 8 light ----- def ----- Resists +20% blight +6% temporal +15% mind +6% light Crit.dmg- 15.00% Disarm- +20% Rings make your fingers look great! |
![]() 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 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Acc +10 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Resists +4% physical Mind.save +8 (+3 eff.) Max.HP +27.00 Disarm- +32% Confus- +23% Pinning- +28% Knockbk- +25% ---------- misc Hate/m.crit +1.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Mag +3 Cun +6 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Resists +21% cold ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Con ----- def ----- Spell.save +15 (+5 eff.) Mind.save +8 (+3 eff.) Confus- +28% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+7 eff.) Mov.spd +22% Dmg.mod +15% lightning Acc +13 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +18% light +12% temporal HP.reg +4.00 Poison- +20% Silence- +20% ---------- misc Max.psi +30.00 Blinding Speed: (Instant) Puts all charms on 34 cooldown Level 2.6 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +7% S.pwr/crit +10 Phasing +31% Melee Ret 6 darkness On Hit (Melee): * 21% chance to reduce all saves and defense by 25 ----- def ----- Spell.save +18 (+6 eff.) Mind.save +13 (+5 eff.) Confus- +44% ---------- misc Vim/s.crit +2.11 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% light Res.pen +25% fire Melee Ret 10 fire ----- def ----- Resists +30% lightning +9% fire Max.HP +40.00 Disarm- +42% Pinning- +44% Knockbk- +44% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+15 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Max.HP +38.00 Disarm- +20% Pinning- +20% Knockbk- +35% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Acc +11 (+2 eff.) Apr +13 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +12% arcane Res.pen +13% all +28% physical Acc +50 (+10 eff.) Apr +30 Melee Ret 8 lightning ----- def ----- Resists +9% lightning +5% arcane Disarm- +33% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 187% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 While equipped: Stats +19 Str +16 Dex +21 Mag +14 Wil +14 Cun +19 Con dps ---------- Spell.crit +3% Crit.mult +20.00% Res.pen +5% lightning +5% arcane ----- def ----- Resists +6% lightning ---------- misc Mana/turn +0.12 Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +7% lightning +10% all Acc +14 (+3 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. This item has been sent to the Item's Vault. |
![]() 1.0 T1 dagger 1H weapon [Ego++] Arcane/Master Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: Stats +2 Str dps ---------- Dmg.mod +7% lightning +6% physical Res.pen +6% lightning Acc +5 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 120% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Res.pen +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% arcane +12% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 light Against +20% Undead While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Crit.mult +16.00% Phys.pwr +10 (+3 eff.) Res.pen +5% mind +14% physical Apr +15 ----- def ----- Defense +15 (+4 eff.) Resists +3% mind +6% darkness Phys.save +9 (+3 eff.) Disarm- +16% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic 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 +6% Mind.pwr +9 (+3 eff.) Melee+ 9 acid Dmg.mod +10% mind +5% acid Res.pen +9% acid +15% mind ----- def ----- Defense +10 (+2 eff.) Resists +8% acid +3% fire +3% darkness HP.reg +2.00 Heal.mod +18% Heal/summ +19 ---------- misc Equi/ret +0.12 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Str +2 Mag +4 Wil dps ---------- Phys.pwr +10 (+3 eff.) ---------- misc Infravis +3 See.Invis +12 Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% nature +3% acid ----- def ----- Resists +3% acid +24% darkness +18% nature +11% mind +9% all Phys.save +10 (+3 eff.) Spell.save +14 (+5 eff.) Mind.save +23 (+8 eff.) ---------- misc Mana/turn +0.12 Psi/turn +0.15 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +11% darkness +11% mind +9% all Phys.save +12 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +25% blight +13% acid Melee Ret 8 blight ----- def ----- Defense +15 (+4 eff.) Resists +9% lightning +9% light +6% darkness +8% fire +28% blight +8% cold +19% acid +11% all Phys.save +13 (+4 eff.) Spell.save +26 (+9 eff.) Mind.save +12 (+4 eff.) Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Mag +7 Wil dps ---------- Phys.crit +12.0% Spell.crit +8% Mind.crit +7% Crit.mult +13.00% Phys.pwr +27 (+7 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +18 (+5 eff.) Melee+ 16 acid 17 fire Dmg.mod +9% nature Melee Ret 12 acid 12 fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +20% acid +9% nature +18% fire +5% arcane +18% lightning A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% light ----- def ----- Die.at -60.00 life ---------- misc Mana/turn +0.10 Max.mana +24.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% physical ----- def ----- Defense +5 (+1 eff.) Resists +3% physical Max.HP +30.00 ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +12% cold Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +6 Wil dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +12% mind ----- def ----- Armour +8 Defense +32 (+8 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- S.pwr/crit +4 Dmg.mod +15% arcane Res.pen +15% blight Melee Ret 6 temporal ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +6 Mag +7 Cun +3 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +2 (+0 eff.) Resists +6% nature Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Wil +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% cold Res.pen +25% physical ----- def ----- Defense +2 (+0 eff.) Crit.dmg- 10.00% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +0% nature +0% cold Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -70.00 life 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 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 8 mind ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +15% temporal +10% cold +15% nature +10% fire +15% mind +10% lightning Max.HP +100.00 Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Max.hate +4.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire +6% light +15% mind ----- def ----- Armour +1 Resists +6% fire Silence- +21% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% Mov.spd +10% Dmg.mod +6% physical ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -3% Max.HP +33.00 ---------- misc Stam/turn +1.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +3% physical Apr +1 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Armour +4 Fatigue +3% HP.reg +7.00 Heal.mod +13% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Unarmed combat: Power 93% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +3 Wil dps ---------- Spell.pwr +11 (+2 eff.) Melee+ 6 arcane 8 light Dmg.mod +8% arcane +6% light ----- def ----- Armour +2 Resists +4% arcane +8% light HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Manathrust 3 On Hit: 10% Nightmare 3 On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Melee+ 13 darkness Dmg.mod +6% darkness Res.pen +20% physical ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +8% darkness Die.at -40.00 life Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Apr +11 ----- def ----- Armour +7 Mind.save +10 (+4 eff.) Max.HP +69.00 Unarmed combat: Power 138% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +14 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +12% mind +3% darkness Phys.save +28 (+9 eff.) Spell.save +11 (+4 eff.) Mind.save +9 (+3 eff.) Disarm- +52% Unarmed combat: Power 118% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 arcane +26 physical On Crit.r2 +7 arcane On Hit: 20% Juggernaut 2 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Res.pen +5% physical ----- def ----- Armour +6 Fatigue +3% Mind.save +8 (+3 eff.) Max.HP +46.00 Disease- +20% ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 130% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 28 physical Dmg.mod +12% physical Acc +10 (+2 eff.) ----- def ----- Armour +17 Fatigue +5% Resists +3% acid +9% fire +10% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Cut- +20% ---------- misc Infravis +2 Unarmed combat: Power 140% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +20.0% Atk.spd 83% Melee+ +10 darkness On Hit.r1 +25 physical On Crit.r2 +21 physical On Hit: 20% Sand Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +11% physical ----- def ----- Armour +2 Defense +16 (+4 eff.) Resists +11% physical Die.at -60.00 life Heal.mod +15% Def/telep +5 Res/telep +5% Dur/telep +5% Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +24% arcane ----- def ----- Defense +2 (+0 eff.) Resists +3% lightning +4% temporal +4% light +4% fire +5% nature +4% acid +3% blight +4% cold +3% darkness ---------- misc Mana/turn +0.08 Max.mana +48.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% mind Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 38% * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Fatigue +1% Resists +9% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +5 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Dex +2 Mag dps ---------- Mind.crit +5% Phasing +30% On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid ---------- misc Max.vim +50.00 Blind-Fight: No penalty when attacking invisible/stealthed Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 373.1 Physical damage. If the attack hits, the target is confused (36% 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 hat made of leather. Very stylish. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Crit.dmg- 5.00% Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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 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 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. |
![]() 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. |
![]() 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 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 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+6 eff.) Res.pen +5% mind Apr +3 ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +3% acid +15% cold ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +16 Resists +12% fire Die.at -80.00 life Max.HP +64.00 ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Dex +2 Wil +7 Cun dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight +6% darkness Res.pen +25% arcane ----- def ----- Resists +9% blight +10% darkness ---------- misc Light +4 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 32 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +15% darkness +10% all Apr +9 ----- def ----- Defense +10 (+2 eff.) Resists +9% lightning +12% temporal Phys.save +21 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +16 (+6 eff.) Heal.mod +17% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +9% nature Res.pen +5% blight +5% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +18% blight Mind.save +10 (+4 eff.) Max.HP +49.00 HP.reg +9.00 ---------- misc Light +4 See.Stealth +11 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee Ret 20 fire ----- def ----- Resists +7% blight +7% fire +5% darkness ---------- misc Light +4 Infravis +5 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 37 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% light Affinity +5% darkness Blind- +36% Confus- +22% ---------- misc Light +9 Infravis +2 See.Stealth +11 See.Invis +12 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 164.42 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 138.87 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 138.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +4 Hardiness +20% Fatigue +2% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 282/400 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 544.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex ----- def ----- Resists +9% mind ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 22 cooldown Increase 1 buffs' duration by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +5 (+1 eff.) Resists +6% light +5% arcane Max.HP +20.00 Disease- +20% Disarm- +20% Blast the opponent's mind dealing 241 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Reduce 1 talent CDs by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Increase 1 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Dmg.mod: + 18% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 21 spaces and dealing 840 physical damage Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +10% acid ----- def ----- Resists +9% fire +12% nature +6% temporal Heal.mod +10% Teleport- +10% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown Res.pen: + 12% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Melee Ret 6 physical ----- def ----- Armour +16 Defense +15 (+4 eff.) ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 cooldown Res.pen: + 25% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +9 Mag ----- def ----- Resists +12% light +4% physical HP.reg +4.00 Heal.mod +10% ---------- misc Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 13 cooldown Fatigue - 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Cleanse 2 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By LOLBRINGER the Ogre Doombringer level 33
18th Dusk 123rd year of Ascendancy at 11:55 see stats
By LOLBRINGER the Ogre Doombringer level 33
16th Dusk 123rd year of Ascendancy at 15:36 see stats
By LOLBRINGER the Ogre Doombringer level 33
21st Dusk 123rd year of Ascendancy at 21:32 see stats
By LOLBRINGER the Ogre Doombringer level 38
63rd Haze 123rd year of Ascendancy at 13:21 see stats
By LOLBRINGER the Ogre Doombringer level 43
46th Regrowth 124th year of Ascendancy at 17:44 see stats
By LOLBRINGER the Ogre Doombringer level 36
68th Dusk 123rd year of Ascendancy at 05:54 see stats
By LOLBRINGER the Ogre Doombringer level 35
44th Dusk 123rd year of Ascendancy at 12:37 see stats
By LOLBRINGER the Ogre Doombringer level 34
41st Dusk 123rd year of Ascendancy at 17:04 see stats
By LOLBRINGER the Ogre Doombringer level 23
77th Regrowth 123rd year of Ascendancy at 19:35 see stats
By LOLBRINGER the Ogre Doombringer level 20
62nd Regrowth 123rd year of Ascendancy at 12:33 see stats
By LOLBRINGER the Ogre Doombringer level 40
13rd Regrowth 124th year of Ascendancy at 07:08 see stats
By LOLBRINGER the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 06:47 see stats
By LOLBRINGER the Ogre Doombringer level 25
38th Pyre 123rd year of Ascendancy at 00:46 see stats
By LOLBRINGER the Ogre Doombringer level 10
70th Haze 122nd year of Ascendancy at 08:00 see stats
By LOLBRINGER the Ogre Doombringer level 20
52nd Regrowth 123rd year of Ascendancy at 11:08 see stats
By LOLBRINGER the Ogre Doombringer level 30
79th Pyre 123rd year of Ascendancy at 23:40 see stats
By LOLBRINGER the Ogre Doombringer level 40
78th Haze 123rd year of Ascendancy at 11:48 see stats
By LOLBRINGER the Ogre Doombringer level 28
49th Pyre 123rd year of Ascendancy at 19:23 see stats
By LOLBRINGER the Ogre Doombringer level 40
4th Regrowth 124th year of Ascendancy at 15:35 see stats
By LOLBRINGER the Ogre Doombringer level 32
14th Dusk 123rd year of Ascendancy at 18:05 see stats
By LOLBRINGER the Ogre Doombringer level 27
47th Pyre 123rd year of Ascendancy at 10:15 see stats
By LOLBRINGER the Ogre Doombringer level 36
54th Dusk 123rd year of Ascendancy at 06:47 see stats
By LOLBRINGER the Ogre Doombringer level 10
79th Haze 122nd year of Ascendancy at 16:38 see stats
By LOLBRINGER the Ogre Doombringer level 45
67th Regrowth 124th year of Ascendancy at 02:07 see stats
By LOLBRINGER the Ogre Doombringer level 6
28th Haze 122nd year of Ascendancy at 08:12 see stats
By LOLBRINGER the Ogre Doombringer level 40
6th Decay 123rd year of Ascendancy at 01:44 see stats
By LOLBRINGER the Ogre Doombringer level 25
10th Pyre 123rd year of Ascendancy at 07:17 see stats
By LOLBRINGER the Ogre Doombringer level 17
12nd Regrowth 123rd year of Ascendancy at 18:08 see stats
By LOLBRINGER the Ogre Doombringer level 33
15th Dusk 123rd year of Ascendancy at 17:46 see stats
Log
Waking Nightmare from Betildawe the ritch larva hits LOLBRINGER for (15 abyssal shield), 11 darkness (12 total damage).
LOLBRINGER succumbs to the nightmare!
LOLBRINGER recovers sight.
LOLBRINGER is free from the nightmare.
LOLBRINGER seems more focused.
Talent Perfect Strike is ready to use.
The protective shield of LOLBRINGER disappears.
Talent Infusion: Heroism is ready to use.
Rested for 80 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 47 turns (stop reason: dialog is displayed).
You gain 25.00 gold from the melting of Mardygakan the Glintkiller [power 475] (13 cooldown).
You gain 13.10 gold from the melting of watchleader's dwarven lantern of clarity.
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun plate armour 'Aeruba' (0 def, 32 armour).
You gain 1.25 gold from the melting of quiver of dragonbone arrows (22/22, 166% power, 18 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Neruthra (65% power, 0 apr).
You gain 25.00 gold from the melting of elven-wood starstaff 'Frozenwell' (129% power, 5 apr, physical element).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is an item here: Plague-Fire Sceptre (127% power, 4 apr, physical element)
Saving done.