











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Drem |
Class | Writhing One |
Level / Exp | 50 / 289% |
Size | medium |
Lifes / Deaths | Killed by Eilinadhena the orc mage-hunter at level 45 on the 29th Voratun 123rd year of Ascendancy at 07:17 4 / 3Killed by Betholetta the orc pyromancer at level 50 on the 27th Steel 124th year of Ascendancy at 14:00 Killed by Sleeping Cyrawyn at level 50 on the 29th Steel 124th year of Ascendancy at 11:52 |
Primary Stats
Strength | 95 (base 63) |
Dexterity | 57 (base 33) |
Constitution | 20 (base 16) |
Magic | 112 (base 62) |
Willpower | 26 (base 15) |
Cunning | 97 (base 60) |
Resources
Life | 1775/1775 |
Mana | 474/474 |
Insanity | 56/100 |
Vim | 266/266 |
Healing Factor | 1.0870588855782 |
Regeneration | 4.6200002637073 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -48.843257061327% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 7 |
See Stealth | 68.452219213555 |
See Invisible | 80.452219213555 |
Offense: Mainhand
Damage | 233 |
Accuracy | 74 |
Crit Chance | 64% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +27% |
Arcane | +30% |
Cold | +51% |
All | +5% |
Darkness | +88% |
Light | +48% |
Temporal | +33% |
Physical | +46% |
Lightning | +20% |
Fire | +29% |
Nature | +11% |
Offense: Damage Penetration
Darkness | +18% |
Light | +35% |
Temporal | +12% |
Blight | +15% |
Physical | +13% |
Cold | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 23 (60.678270784467%) |
Defense | 47 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 38 |
Mental Save | 59 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 69%( 70%) |
Cold | + 70%( 70%) |
All | + 58%( 70%) |
Darkness | + 70%( 70%) |
Light | + 64%( 70%) |
Physical | + 64%( 70%) |
Lightning | + 67%( 70%) |
Fire | + 66%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 93% |
Confusion Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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 660 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 -719 life. The duration and life will increase by 1% for every 1% life you have lost (currently 719 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 Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Chaos Orbs |
talent | Chant of Fortitude |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is surrounded by a magical shield, absorbing 424/424 damage before it crumbles. Damage Shield |
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 28% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost defiler from death by vampire. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by vampire lord. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 1118. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within4 lumberjacks have died. | done |
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. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 267 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 20 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 427.53 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +7 Mag +2 Wil dps ---------- Dmg.mod +9% darkness Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +8 Mag dps ---------- Melee+ 26 light 27 physical Ranged+ 26 light 20 physical Dmg.mod +18% light +16% cold Res.pen +25% light On Hit (Melee): * 17% chance to reduce all saves and defense by 29 On Hit (Ranged): * 18% chance to reduce all saves and defense by 29 ----- def ----- Resists +12% acid +32% cold +3% light ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Light +3 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 Puts all charms on 1 cooldown "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? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +6 Mag +6 Cun +8 Con dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% nature +6% cold Res.pen +25% cold Melee Ret 2 nature ----- def ----- Resists +9% nature +6% cold HP.reg +4.00 Stun/Frz- +37% Rings make your fingers look great! |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 darkness Against +14% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Cun dps ---------- Phys.crit +26.0% Crit.mult +32.00% Dmg.mod +15% lightning Apr +9 ----- def ----- Resists +6% lightning ---------- misc See.Invis +12 One-handed war axes. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +8% Spell.pwr +14 (+3 eff.) Mind.pwr +8 (+3 eff.) Melee+ 40 mind 35 darkness On Hit (Melee): * 21% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Fatigue +5% Mind.save -5 (-2 eff.) ---------- misc Mana/turn +0.27 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +18 Str +4 Mag -18 Con dps ---------- Dmg.mod +22% acid +41% physical +30% darkness +24% fire +28% temporal +24% cold Res.pen +12% temporal +10% light +13% physical ----- def ----- Resists +17% acid +14% physical +12% light +45% darkness +15% lightning +17% cold +18% fire +15% all Anom.red +16 ---------- misc Light +3 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +7% darkness Res.pen +15% blight +8% darkness +10% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Spell.save +7 (+3 eff.) Stealth +14 Max.HP +36.00 ---------- misc Stam/turn +0.70 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. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex ----- def ----- Armour +10 Resists +6% blight +30% cold Max.HP +100.00 Blind- +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Inventory
![]() 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 instantly heal yourself for 281 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. Press to compare to your current inscriptions |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 288 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -659 life. The duration and life will increase by 1% for every 1% life you have lost (currently 659 life, 6 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. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 337.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 light, 3 mind, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 191.77 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 118 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 783 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 13 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 11 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +3% acid Heal.mod +12% Cut- +50% ---------- misc Equi/ret +0.04 Psi/ret +0.08 Heal: Puts all charms on 29 cooldown Level 4.5 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Resists +10% lightning +3% mind Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +6 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 10% Blind- +10% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% cold Melee Ret 10 nature ----- def ----- Resists +6% lightning +11% physical +9% nature HP.reg +4.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +6% acid +16% fire +6% lightning +15% cold Die.at -80.00 life Heal.mod +5% Blind- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 374 strength, based on Magic) for 5 turns. Uses 20 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (180). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 25 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 39 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 41 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +21% light +21% darkness Blind- +36% ---------- misc Masteries +0.34 Demented/Tentacles 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 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +3% fire +15% temporal HP.reg +2.00 Stun/Frz- +24% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Phasing +10% ----- def ----- Crit.dmg- 15.00% Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +22% ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +5 Resists +5% all Spell.save +12 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Resists +12% nature +3% darkness Mind.save +19 (+5 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +10% darkness +6% light Res.pen +5% blight Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Resists +20% darkness Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.67 cold and 16.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +16 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +18 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind Res.pen +10% mind +5% nature On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +3% mind Mind.save +7 (+2 eff.) Confus- +32% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +12% darkness +12% cold Res.pen +25% darkness +10% cold ----- def ----- Resists +5% arcane +12% fire Spell.save +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +14% cold Res.pen +20% acid ----- def ----- Resists +18% lightning +28% cold +5% arcane +18% acid ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun dps ---------- Res.pen +10% acid +10% physical ----- def ----- Defense +43 (+14 eff.) Resists +12% darkness +12% temporal Max.HP +80.00 Confus- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +24% acid +18% physical Res.pen +20% mind +15% acid Acc +31 (+7 eff.) Melee Ret 10 acid ----- def ----- Silence- +35% ---------- misc Mana/turn +0.30 Equi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +9 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +16 (+4 eff.) Confus- +32% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +15% lightning Acc +6 (+1 eff.) ----- def ----- Resists +30% lightning Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 321.51 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +17 (+2 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +10 (+4 eff.) Mov.spd +20% Dmg.mod +6% all Acc +10 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 3.5 Pwr.cost 33 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 32% for 5 turns. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Resists +9% darkness +9% temporal Phys.save +8 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +8 (+2 eff.) Def/telep +17 Res/telep +14% Dur/telep +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +30 (+6 eff.) Dmg.mod +40% blight +40% fire +40% darkness +40% acid Res.pen +20% lightning +15% darkness Acc +20 (+5 eff.) ----- def ----- Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +20.88% Phys.pwr +20 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +6% physical +6% blight Res.pen +25% physical Melee Ret 10 blight ----- def ----- Armour +7 Hardiness +11% Resists +2% physical Phys.save +12 (+6 eff.) Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +9% fire +30% darkness +16% arcane Res.pen +16% fire +42% arcane +42% cold ----- def ----- Resists +5% arcane +12% fire ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +28% Crit.mult +20.88% Spell.pwr +45 (+9 eff.) Dmg.mod +30% acid Res.pen +10% arcane ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +23.00% Spell.pwr +19 (+4 eff.) Melee+ 18 fire Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +25 (+5 eff.) Melee+ 29 fire Dmg.mod +30% darkness ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Disrupt Power 42.0 - 63.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +14 Con +19 Wil ----- def ----- Max.HP +94.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 55.5 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 arcane +23 temporal While equipped: Stats +12 Cun +3 Dex dps ---------- Spell.pwr +25 (+5 eff.) Phasing +31% ----- def ----- Resists +9% fire +28% temporal ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master/Psionic Power 55.5 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% physical Acc +20 (+5 eff.) Apr +19 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +21 arcane +42 cold On Hit.r1 +20 temporal While equipped: Stats +7 Wil dps ---------- Dmg.mod +6% lightning +9% temporal Res.pen +26% temporal ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Master Power 53.0 - 79.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +16 (+2 eff.) Res.pen +14% physical +13% all Acc +23 (+5 eff.) Apr +16 ----- def ----- Disarm- +21% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +65 fire While equipped: dps ---------- All.spd +7% Res.pen +27% fire Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Nature Power 64.0 - 102.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 nature On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 5.5 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 61 acid damage in a 4 radius ball. This damage will increase by 45% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Psionic Power 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 34 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+5 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 light Against +18% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: 20% Curse of Impotence 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 34 While equipped: ----- def ----- Disease- +22% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 126 fire damage (1/turn) On Crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +12 (+2 eff.) Dmg.mod +16% fire Res.pen +16% fire Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego+] Nature Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +16 (+2 eff.) Acc +15 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc Max.stam +20.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 34 * 25% chance for lightning to strike from the target to a second target dealing 126 damage While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +6% fire Spell.save +9 (+3 eff.) Blind- +20% Disease- +12% Disarm- +22% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Nature/Psionic Power 32.0 - 44.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 nature +15 mind On Hit: * 22% chance to reduce all saves and defense by 29 While equipped: Stats +5 Cun +6 Wil One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 blight On Hit.r1 +21 blight +21 acid On Hit: 20% Curse of Death 5 While equipped: dps ---------- Dmg.mod +18% acid Res.pen +26% arcane ----- def ----- Resists +24% acid +5% arcane One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 52.0 - 72.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold On Hit.r1 +12 arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +20 (+4 eff.) Res.pen +14% physical Acc +23 (+5 eff.) Apr +13 ----- def ----- Resists +5% arcane Spell.save +15 (+5 eff.) One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 70% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 39.5 - 51.4 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 fire While equipped: Stats +4 Dex +5 Con dps ---------- Phys.crit +8.0% Crit.mult +28.00% Apr +15 Melee Ret 10 mind ----- def ----- Resists +24% lightning +30% cold +9% light ---------- misc See.Invis +12 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +6% nature Res.pen +7% nature ----- def ----- Resists +6% nature Spell.save +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% On Hit: * 16% chance to slow global speed by 56% * 13% chance to reduce armor by 45% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +21% physical +23% temporal Res.pen +14% physical +9% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Rare] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +21 acid On Hit.r1 +21 acid On Crit.r2 +85 fire While equipped: dps ---------- All.spd +11% Dmg.mod +31% fire Res.pen +26% nature +25% fire ----- def ----- Resists +24% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +6 cold While equipped: dps ---------- Dmg.mod +10% cold +18% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Acc +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane Power 56.5 - 79.1 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 On Hit: 20% Curse of Vulnerability 5 On Hit: * Create an explosion dealing 151 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Arcane/Psionic Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 12 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +21% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +8 Mag dps ---------- Dmg.mod +19% light +16% darkness ----- def ----- Armour +14 Fatigue +8% Resists +13% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +31% blight Res.pen +26% blight ----- def ----- Armour +10 Fatigue +8% Resists +26% cold ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +46.00 HP.reg +1.60 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight +7% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Spell.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +14% light +24% darkness Res.pen +25% darkness +20% fire Melee Ret 8 fire ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +6% temporal +11% darkness +15% fire +11% light +11% all Max.HP +50.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +11% blight +11% all Mind.save +18 (+5 eff.) Max.HP +69.00 HP.reg +3.10 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +15% Spell.pwr +26 (+5 eff.) Dmg.mod +7% light +17% darkness ----- def ----- Resists +13% all ---------- misc Mana/turn +0.18 Max.mana +61.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+9 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +27% temporal +20% physical Res.pen +12% temporal +14% physical ----- def ----- Resists +15% all Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +19 (+4 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% darkness +10% light Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +6% cold +17% fire Max.HP +33.00 HP.reg +5.40 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Phys.save +7 (+4 eff.) HP.reg +3.80 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +64.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% blight +17% fire +19% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +21% light +21% cold Res.pen +26% blight Melee Ret 10 blight ----- def ----- Armour +21 Defense +4 (+2 eff.) Fatigue +12% Resists +21% light A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +13% Resists +11% fire -17% light +10% darkness Phys.save +17 (+9 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+15 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +18% Summoned Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 20 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +5 Cun +5 Con +7 Lck dps ---------- Phys.pwr +11 (+1 eff.) ----- def ----- Phys.save +10 (+5 eff.) Stealth +11 ---------- misc T.Disarm +14 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +6 Wil +5 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +19% Summoned ----- def ----- D.Red.from +33% Summoned Mind.save +8 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Psionic While equipped: Stats +6 Str +6 Dex +7 Mag +4 Con dps ---------- Mind.pwr +12 (+4 eff.) Res.pen +26% darkness +26% mind ----- def ----- Phys.save +13 (+7 eff.) ---------- misc Light +3 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Mind.save +12 (+3 eff.) Stealth +12 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +16 (+6 eff.) Poison- +20% Knockbk- +10% 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 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag +1 Wil +2 Cun +1 Con dps ---------- Phys.pwr +15 (+2 eff.) ----- def ----- Defense +16 (+6 eff.) 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 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +3% physical Res.pen +15% lightning Acc +20 (+5 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 274.01 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +23% darkness Res.pen +14% darkness ----- def ----- Defense +11 (+4 eff.) Resists +21% fire +19% light +25% darkness Stealth +28 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] Master While equipped: Stats +4 Str +2 Cun +1 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +11 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +10.00 Light +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal +12% acid Die.at -20.00 life Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +6 Con dps ---------- Crit.mult +20.00% Phys.pwr +30 (+5 eff.) Dmg.mod +6% fire Res.pen +15% mind +25% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Phys.save +19 (+10 eff.) Mind.save +18 (+5 eff.) A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Silence- +31% Confus- +28% Stun/Frz- +21% ---------- misc Size +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +7 Con dps ---------- Res.pen +20% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +2% Crit.dmg- 15.00% Phys.save +12 (+6 eff.) Mind.save +12 (+3 eff.) Stun/Frz- +20% 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] Nature While equipped: dps ---------- Dmg.mod +3% lightning +12% darkness Res.pen +20% lightning Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+4 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 4.5 Pwr.cost 9 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 421.60 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Silence- +35% Confus- +32% Stun/Frz- +43% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Res.pen +20% darkness +15% temporal ----- def ----- Armour +5 Fatigue +4% Resists +22% darkness +21% temporal Phys.save +25 (+12 eff.) Mind.save +15 (+4 eff.) Def/telep +20 Res/telep +19% Dur/telep +25% 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 [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 7 blight 7 mind Dmg.mod +4% blight +5% mind Acc +16 (+4 eff.) ----- def ----- Armour +2 Resists +5% blight +6% mind +6% nature Spell.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +1 Str +3 Dex +10 Mag +4 Wil dps ---------- Spell.crit +6% Spell.pwr +8 (+1 eff.) Dmg.mod +12% arcane +9% blight Melee Ret 2 blight ----- def ----- Armour +2 ---------- misc Mana/turn +0.18 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +4 Con dps ---------- Melee+ 4 acid 5 fire 6 cold 6 lightning ----- def ----- Armour +3 Phys.save +18 (+9 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Wil +1 Con dps ---------- Crit.mult +10.00% Acc +30 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +25% nature On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +15% darkness +3% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +2% physical Phys.save +22 (+11 eff.) Max.HP +80.00 ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% darkness Res.pen +5% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness ---------- misc Psi/ret +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +8 Con dps ---------- Phys.pwr +5 (+0 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +3% Resists +3% blight A cap made of leather. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +8% Dmg.mod +20% darkness Phasing +30% ----- def ----- Defense +3 (+1 eff.) Resists +30% darkness +30% cold Spell.save +12 (+4 eff.) ---------- misc Max.vim +50.00 A pointy cloth hat, very wizardly... |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+5 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 21 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 139.75 fire and 158.17 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 37 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 206.96 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 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 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- 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] Arcane While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +20% fire Melee Ret 8 darkness ----- def ----- Resists +6% fire +8% cold +6% light +7% temporal Def/telep +16 Res/telep +16% Dur/telep +19% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +51.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 162% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% temporal Melee Ret 2 lightning ----- def ----- Resists +6% lightning +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 10% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag +1 Wil +4 Con Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 30. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) ----- def ----- Crit.dmg- 15.00% Max.HP +60.00 Disarm- +10% Blast the opponent's mind dealing 394 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +7% Crit.mult +20.00% Dmg.mod +12% acid ----- def ----- Resists +9% temporal ---------- misc Mana/turn +0.16 Max.vim +30.00 Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 602 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Crit.mult +20.88% Spell.pwr +30 (+6 eff.) S.pwr/crit +8 Res.pen +26% blight Melee Ret 10 darkness ----- def ----- Resists +15% darkness Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 65. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Mind.pwr +31 (+11 eff.) Dmg.mod +18% blight +12% cold +9% arcane Melee Ret 10 arcane ----- def ----- Resists +30% cold ---------- misc Max.hate +6.00 Wards +6 acid +5 cold +6 fire +6 temporal Talents +1 Ward Reveal the area around you, dispelling darkness (radius 14, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% light +9% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light +6% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +6 mind +3 fire +6 arcane +5 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 15, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Ur the Drem Writhing One level 39
5th Stralite 123rd year of Ascendancy at 06:43 see stats
By Ur the Drem Writhing One level 38
7th Gold 123rd year of Ascendancy at 11:22 see stats
By Ur the Drem Writhing One level 35
43rd Steel 123rd year of Ascendancy at 04:07 see stats
By Ur the Drem Writhing One level 44
5th Voratun 123rd year of Ascendancy at 01:05 see stats
By Ur the Drem Writhing One level 50
23rd Steel 124th year of Ascendancy at 19:10 see stats
By Ur the Drem Writhing One level 42
1st Voratun 123rd year of Ascendancy at 00:05 see stats
By Ur the Drem Writhing One level 19
45th Profit 122nd year of Ascendancy at 08:47 see stats
By Ur the Drem Writhing One level 41
42nd Stralite 123rd year of Ascendancy at 23:42 see stats
By Ur the Drem Writhing One level 47
11st Wealth 123rd year of Ascendancy at 09:45 see stats
By Ur the Drem Writhing One level 34
40th Steel 123rd year of Ascendancy at 00:42 see stats
By Ur the Drem Writhing One level 23
12nd Dearth 122nd year of Ascendancy at 01:53 see stats
By Ur the Drem Writhing One level 32
27th Steel 123rd year of Ascendancy at 13:53 see stats
By Ur the Drem Writhing One level 39
17th Gold 123rd year of Ascendancy at 23:59 see stats
By Ur the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 00:59 see stats
By Ur the Drem Writhing One level 20
14th Wealth 122nd year of Ascendancy at 04:55 see stats
By Ur the Drem Writhing One level 30
11st Loss 122nd year of Ascendancy at 05:11 see stats
By Ur the Drem Writhing One level 40
20th Stralite 123rd year of Ascendancy at 03:14 see stats
By Ur the Drem Writhing One level 50
20th Steel 124th year of Ascendancy at 00:44 see stats
By Ur the Drem Writhing One level 25
31st Dearth 122nd year of Ascendancy at 22:41 see stats
By Ur the Drem Writhing One level 30
15th Loss 122nd year of Ascendancy at 22:05 see stats
By Ur the Drem Writhing One level 39
20th Stralite 123rd year of Ascendancy at 03:14 see stats
By Ur the Drem Writhing One level 23
12nd Dearth 122nd year of Ascendancy at 03:19 see stats
By Ur the Drem Writhing One level 15
15th Profit 122nd year of Ascendancy at 02:44 see stats
By Ur the Drem Writhing One level 42
43rd Stralite 123rd year of Ascendancy at 02:34 see stats
By Ur the Drem Writhing One level 45
29th Voratun 123rd year of Ascendancy at 07:13 see stats
By Ur the Drem Writhing One level 11
28th Voratun 122nd year of Ascendancy at 20:29 see stats
By Ur the Drem Writhing One level 39
23rd Gold 123rd year of Ascendancy at 05:55 see stats
By Ur the Drem Writhing One level 14
9th Profit 122nd year of Ascendancy at 20:45 see stats
By Ur the Drem Writhing One level 45
5th Profit 123rd year of Ascendancy at 05:27 see stats
By Ur the Drem Writhing One level 22
6th Dearth 122nd year of Ascendancy at 23:42 see stats
By Ur the Drem Writhing One level 16
18th Profit 122nd year of Ascendancy at 04:46 see stats
By Ur the Drem Writhing One level 37
6th Gold 123rd year of Ascendancy at 02:29 see stats
Log
Worm that walks (servant of Ur) activates Infestation.
Ur links closer to his ally!
Worm that walks (servant of Ur) links closer to his ally!
Talent Tendrils Eruption is ready to use.
Talent Constrict is ready to use.
Talent Curse of Defenselessness is ready to use.
Talent Frenzy is ready to use.
Talent Carrion Feet is ready to use.
Talent Rune: Reflection Shield is ready to use.
Worm that walks (servant of Ur) activates Ruin.
The shield around Ur crumbles.
Talent Shed Skin is ready to use.
Ur casts Shed Skin.
A shield forms around Ur.
Talent Chaos Orbs is ready to use.
Ur activates Chaos Orbs.
Talent Chant of Fortitude is ready to use.
Ur activates Chant of Fortitude.
Talent Infusion: Heroism is ready to use.
Talent Worm that Walks is ready to use.
The shield around Ur crumbles.
Talent Shed Skin is ready to use.
Ur casts Shed Skin.
A shield forms around Ur.
Talent Elemental Discord is ready to use.
Ur activates Elemental Discord.
Talent Overgrowth is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).