










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! 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: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Auto Talent Assistant 1.7.2Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 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 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. 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 Roguelike |
Sex | Male |
Race | Halfling |
Class | Quantum Slider (Táltos) |
Level / Exp | 46 / 77% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 22 (base 8) |
Dexterity | 36 (base 14) |
Constitution | 58 (base 9) |
Magic | 136 (base 65) |
Willpower | 81 (base 64) |
Cunning | 87 (base 58) |
Resources
Mana | 874/874 |
Psi | 171/171 |
Life | 1396/1396 |
Positive | 165/165 |
Paradox | 1250 |
Healing Factor | 1.5201339505268 |
Regeneration | 17.101506943427 |
Speed
Mental | -12% |
Attack | -12% |
Movement | +15.99999999997% |
Spell | -12% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 61 |
Accuracy | 33 |
Crit Chance | 30% |
APR | 31 |
Speed | 1.14 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 100% |
Speed | 1.1363636363636 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 25% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +59% |
Cold | +6% |
All | 0% |
Lightning | +15% |
Light | +28% |
Temporal | +101% |
Physical | +26% |
Darkness | +27% |
Nature | +6% |
Offense: Damage Penetration
Physical | +38% |
Darkness | +30% |
Light | +40% |
Temporal | +40% |
Nature | +40% |
Arcane | +60% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 17 (39.516728982928%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 63 |
Mental Save | 50 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 58%( 70%) |
Cold | + 70%( 70%) |
All | + 40%( 70%) |
Darkness | + 51%( 70%) |
Light | + 43%( 70%) |
Temporal | + 65%( 70%) |
Physical | + 46%( 70%) |
Fire | + 61%( 70%) |
Lightning | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 59% |
Teleport Resistance | 40% |
Blind Resistance | 15% |
Silence Resistance | 37% |
Disarm Resistance | 63% |
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 1108 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Chronomancy / Chronodynamics | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Quantum Theory | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Quantum Coherence | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Pocket Universe | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Chronomancy / Googolplex Existence | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Field Extension | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Chronomancy / Core Dweller | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Reality Sculpting | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Paths | 1.00 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Anomaly Alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Beads in a String | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Wanderlust | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Prajna | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Kurgarru |
talent | Too Far too Long |
talent | Quantum Overcharge |
talent | Auspex |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Matrix |
talent | Futurepast Shield |
talent | Extension |
talent | Intuition |
talent | Not Really Here |
talent | Shielding |
talent | Quicksilver Armor |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
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 failed to protect the desperate necromancer from death by Ancaor. Escort: desperate necromancer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 1 of Daikara. Escort: lost soldier (level 1 of Daikara)As a reward you improved Constitution by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Dreadfell. Escort: lost spellblade (level 2 of Dreadfell)As a reward you gained talent category Spell / Aegis (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +8. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Constitution by +8. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Constitution by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 3 of Old Forest. Escort: unfocused psion (level 3 of Old Forest)As a reward you improved talent Realign (+2 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 251. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
Psionic focus | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +12% Spell.pwr +25 (+5 eff.) Dmg.mod +30% temporal Res.pen +25% arcane ----- def ----- Resists +13% darkness +10% temporal Crit.chn- 15.00% Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +12 (+4 eff.) Def/telep +34 Res/telep +32% Dur/telep +31% ---------- misc Max.mana +150.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +7% temporal +6% darkness +7% cold Affinity +5% light Def/telep +12 Res/telep +14% Dur/telep +13% ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 267.76 light damage. At talent level 3 you gain 39% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 12 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 298 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 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Tool | ![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +12 Str +8 Con dps ---------- Phys.pwr +25 (+9 eff.) Acc +20 (+9 eff.) ----- def ----- Resists +1% physical Mind.save +13 (+4 eff.) Die.at -20.00 life Max.HP +40.00 Disease- +15% Disarm- +42% Confus- +44% Pinning- +44% Knockbk- +36% Rings make your fingers look great! It was changed by the digestive sack. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +13 Dex dps ---------- Crit.mult +20.00% ----- def ----- Defense +30 (+6 eff.) Resists +15% cold Silence- +37% ---------- misc Mana/turn +0.34 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Crit.mult +16.00% Acc +9 (+5 eff.) Apr +15 ----- def ----- Resists +3% blight +3% acid Crit.chn- 10.00% Phys.save +20 (+6 eff.) Mind.save +6 (+2 eff.) Max.HP +80.00 HP.reg +11.00 Heal.mod +20% Disarm- +21% Stun/Frz- +20% ---------- misc Masteries +0.40 Chronomancy/Paradox Mysticism +0.40 Technique/Combat training Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +9 Wil +5 Cun dps ---------- Spell.crit +25% Spell.pwr +15 (+3 eff.) S.pwr/crit +8 Dmg.mod +6% cold +6% nature +30% temporal Res.pen +15% nature +15% cold Melee Ret 10 nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical Res.pen +5% darkness Acc +5 (+3 eff.) Apr +3 ----- def ----- Resists +10% fire +8% cold A belt that goes around your waist. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane Melee Ret 6 arcane ----- def ----- Armour +12 Defense +18 (+4 eff.) Resists +5% arcane +30% cold Phys.save +27 (+9 eff.) Max.HP +66.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Cun +9 Mag dps ---------- Spell.crit +8% Spell.pwr +10 (+2 eff.) Dmg.mod +6% acid +26% temporal +21% light +27% darkness +25% arcane +17% physical Res.pen +15% temporal +15% light +13% physical ----- def ----- Resists +18% acid +6% fire +6% light +15% all Anom.red +14 ---------- misc Max.mana +89.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +15% mind ----- def ----- Fatigue -4% Resists +6% darkness HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Con dps ---------- Apr +4 ----- def ----- Resists +10% lightning +13% cold +10% fire Stun/Frz- +20% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% cold +6% physical Acc +5 (+3 eff.) Apr +2 ----- def ----- Resists +9% cold Phys.save +15 (+5 eff.) Die.at -20.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.28 Wild-gift/Harmony +0.28 Chronomancy/Googolplex Existence Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 11 light 11 darkness Dmg.mod +11% light +8% darkness On Melee Ret: * 11% chance to reduce damage dealt by 26% * 12% chance to blind ----- def ----- Resists +13% fire +23% cold Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +17.00% Spell.pwr +14 (+3 eff.) Dmg.mod +10% blight +11% fire Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +12% darkness +6% mind Res.pen +5% mind Acc +6 (+3 eff.) Melee Ret 4 darkness ----- def ----- Resists +3% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Dex dps ---------- Dmg.mod +12% nature +3% mind Res.pen +5% nature Acc +18 (+8 eff.) ----- def ----- Resists +6% nature Mind.save +5 (+1 eff.) Confus- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +16 (+6 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +4% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Mag +6 Cun dps ---------- Melee+ 16 light Ranged+ 24 light Dmg.mod +13% light Acc +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% mind ----- def ----- Resists +40% lightning +19% blight +3% fire +26% mind +13% nature Heal.mod +5% Blind- +20% Poison- +26% Disease- +26% Silence- +10% Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) Dmg.mod +20% physical ----- def ----- Resists +9% darkness +10% temporal Def/telep +9 Res/telep +13% Dur/telep +14% ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Cun +8 Con dps ---------- Spell.crit +14% Crit.mult +23.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% acid ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +30.00 Max.N.En +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +18 Mag +15 Wil +15 Cun dps ---------- Spell.crit +5% Crit.mult +34.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +10 Melee+ 35 fire Dmg.mod +30% cold +15% nature +9% mind Res.pen +10% nature ----- def ----- Resists +3% nature +6% mind ---------- misc Mana/turn +0.36 Max.mana +100.00 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +16% Crit.mult +20.00% Spell.pwr +23 (+4 eff.) Dmg.mod +30% fire ---------- misc Max.mana +79.00 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 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold Res.pen +15% darkness +26% fire Melee Ret 10 temporal ----- def ----- Resists +15% temporal Phys.save +14 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+4 eff.) Heal.mod +21% Blind- +21% Poison- +21% ---------- 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 80% 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 +28 (+5 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.51 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown 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 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +24 (+5 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.38 Max.mana +152.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 45.5 - 68.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+7 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +43% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +1 Str +33 Mag +26 Wil +9 Con dps ---------- Phys.pwr +21 (+8 eff.) Spell.pwr +35 (+7 eff.) Res.pen +10% fire +17% physical ----- def ----- Resists +12% acid Crit.chn- 15.00% Disarm- +43% ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 2 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +22% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 64.5 - 103.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Str +13 Dex +12 Mag +13 Wil +13 Cun +10 Con dps ---------- Res.pen +14% all Acc +27 (+11 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +21 acid While equipped: dps ---------- Dmg.mod +21% fire Res.pen +25% acid +15% cold +15% fire Melee Ret 10 fire On Hit (Melee): * 21% chance to reduce armor by 45% ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +8 arcane +16 fire On Hit: * 21% chance to reduce all saves and defense by 32 While equipped: dps ---------- Dmg.mod +31% fire Res.pen +26% fire ----- def ----- Resists +5% arcane +27% fire One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 131 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +17% fire Res.pen +22% fire Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 physical Dmg.mod +17% physical Res.pen +14% physical ----- def ----- Resists +11% physical Heal.mod +26% Heal/summ +32 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +6% Melee+ 11 fire Dmg.mod +14% acid +19% fire +11% cold +11% physical Res.pen +5% acid +25% fire +5% cold +8% physical ----- def ----- Resists +12% fire Heal/summ +33 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +13 (+4 eff.) Dmg.mod +14% mind ----- def ----- Max.HP +32.00 HP.reg +1.60 ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ---------- misc Hate/kill +4.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 117.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +7% all ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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 T5 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +5 Con dps ---------- Phys.crit +13.0% Acc +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 116 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Psionic Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Rld cld 3 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature/Master When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +300 While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +8% acid +10% fire +11% lightning +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 Melee+ +17 light +16 darkness While equipped: Stats +9 Cun +7 Mag dps ---------- Dmg.mod +17% light +18% darkness ----- def ----- Armour +10 Fatigue +8% Resists +16% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 2% Inertia Beam 1 On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) Dmg.mod +6% physical +7% darkness +10% nature Res.pen +5% darkness +6% physical ----- def ----- Resists +15% nature +7% all ---------- misc Max.hate +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +9% blight +9% all Max.HP +59.00 HP.reg +2.30 Heal.mod +18% Poison- +28% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) On Spell Hit: 2% Inertia Beam 1 This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.crit +9% Spell.pwr +23 (+4 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.32 Psi/turn +0.23 Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +15% nature ----- def ----- Resists +22% nature +13% all Mind.save +23 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +9% Spell.pwr +24 (+5 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.25 Max.mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +22 (+4 eff.) Dmg.mod +18% darkness +25% light +11% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% mind +18% cold ----- def ----- Resists +15% lightning +6% darkness +30% mind +6% blight +18% nature +5% arcane +15% all Spell.save +6 (+1 eff.) Silence- +21% Disarm- +21% Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +30% light +15% lightning Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Resists +15% lightning +15% fire +45% light +15% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +30 (+10 eff.) Spell.save +24 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +38.00 HP.reg +5.20 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Melee+ 8 darkness Ranged+ 8 darkness ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +20% darkness +14% temporal Mind.save +22 (+7 eff.) Def/telep +10 Res/telep +17% Dur/telep +15% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +8% physical +7% fire +7% lightning +9% cold A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 15 acid 13 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% acid +22% fire +19% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +12% Resists +11% acid +8% physical +6% fire +10% lightning +10% cold A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +18 Defense +16 (+3 eff.) Fatigue +12% Resists +22% blight +16% darkness Mind.save +17 (+5 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Master While equipped: ----- def ----- Armour +29 Fatigue +22% Resists +18% acid +10% physical +20% cold +7% lightning +11% fire ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +12% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 32 * 10% chance to reduce armor by 45% ----- def ----- Armour +6 Resists +3% blight Create a temporary shield that absorbs 267 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +5 Resists +3% darkness +3% temporal Blind- +20% Poison- +20% Knockbk- +10% Create a temporary shield that absorbs 275 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +6% blight +3% nature Phys.save +10 (+3 eff.) HP.reg +4.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +3 Dex +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +9% lightning +6% temporal Phys.save +16 (+5 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +13.0% Mind.crit +9% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Dmg.mod +14% physical Res.pen +13% physical ----- def ----- HP.reg +3.00 Heal.mod +22% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +3% blight +12% fire Crit.chn- 15.00% Phys.save +7 (+2 eff.) Max.HP +20.00 Stun/Frz- +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 +2 Dex dps ---------- Crit.mult +5.00% Phys.pwr +15 (+6 eff.) ----- def ----- Armour +4 Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +2 Con dps ---------- Res.pen +20% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% temporal Res.pen +5% mind ----- def ----- Defense +2 (+0 eff.) Mind.save +12 (+4 eff.) Max.HP +44.00 ---------- misc Equi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness +16% temporal Spell.save +6 (+1 eff.) Def/telep +16 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +55.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 Dex dps ---------- Mind.crit +2% Res.pen +10% nature ----- def ----- Armour +1 Fatigue -5% Crit.chn- 15.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Hate/m.crit +1.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +3 Mag +1 Cun +2 Con dps ---------- Dmg.mod +12% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +4 Fatigue +3% Resists +15% lightning ---------- misc Spell.cld 10% See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% cold +6% temporal Res.pen +10% acid +10% cold Melee Ret 4 temporal ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +9% temporal Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% 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 [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +1% Spell.pwr +23 (+4 eff.) Mov.spd +10% Dmg.mod +15% blight +9% temporal Res.pen +20% temporal Melee Ret 6 cold ----- def ----- Armour +5 Fatigue -3% Max.HP +58.00 ---------- misc Stam/turn +0.90 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 [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +5 Resists +6% acid +9% temporal Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +5 Mag +6 Con dps ---------- Melee+ 9 temporal Ranged+ 8 temporal Dmg.mod +12% light +8% temporal ----- def ----- Armour +2 Resists +10% temporal ---------- misc See.Invis +9 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +3 Mag +4 Con dps ---------- Dmg.mod +3% temporal ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+1 eff.) ---------- misc Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Res.pen +20% lightning +15% mind Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +3 Fatigue +3% Resists +6% cold Phys.save +9 (+3 eff.) Spell.save +6 (+1 eff.) Max.HP +100.00 HP.reg +4.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +6 Dex +5 Wil dps ---------- Mind.crit +4% Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +3% Resists +13% mind +8% blight Mind.save +24 (+8 eff.) Confus- +35% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82.5 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 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: 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% nature Res.pen +15% lightning ---------- misc Max.hate +4.00 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. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% Melee Ret 4 nature 10 lightning ----- def ----- Defense +5 (+1 eff.) Resists +2% physical Spell.save +15 (+4 eff.) Disarm- +10% ---------- misc Max.mana +38.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 T4 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +12 Defense +10 (+2 eff.) Mind.save +12 (+4 eff.) Max.HP +100.00 Cut- +20% Stun/Frz- +20% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 682 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ancaor the Halfling Quantum Slider level 31
31st Haze 122nd year of Ascendancy at 23:18 see stats
By Ancaor the Halfling Quantum Slider level 31
30th Haze 122nd year of Ascendancy at 08:37 see stats
By Ancaor the Halfling Quantum Slider level 35
47th Haze 122nd year of Ascendancy at 23:57 see stats
By Ancaor the Halfling Quantum Slider level 41
1st Allure 123rd year of Ascendancy at 08:26 see stats
By Ancaor the Halfling Quantum Slider level 34
43rd Haze 122nd year of Ascendancy at 09:37 see stats
By Ancaor the Halfling Quantum Slider level 33
39th Haze 122nd year of Ascendancy at 12:58 see stats
By Ancaor the Halfling Quantum Slider level 32
38th Haze 122nd year of Ascendancy at 13:35 see stats
By Ancaor the Halfling Quantum Slider level 20
62nd Dusk 122nd year of Ascendancy at 23:55 see stats
By Ancaor the Halfling Quantum Slider level 43
18th Regrowth 123rd year of Ascendancy at 18:34 see stats
By Ancaor the Halfling Quantum Slider level 37
48th Haze 122nd year of Ascendancy at 10:20 see stats
By Ancaor the Halfling Quantum Slider level 10
6th Mirth 122nd year of Ascendancy at 17:03 see stats
By Ancaor the Halfling Quantum Slider level 20
38th Dusk 122nd year of Ascendancy at 11:25 see stats
By Ancaor the Halfling Quantum Slider level 30
28th Haze 122nd year of Ascendancy at 20:40 see stats
By Ancaor the Halfling Quantum Slider level 40
10th Decay 122nd year of Ascendancy at 02:50 see stats
By Ancaor the Halfling Quantum Slider level 44
64th Regrowth 123rd year of Ascendancy at 03:33 see stats
By Ancaor the Halfling Quantum Slider level 28
24th Haze 122nd year of Ascendancy at 02:52 see stats
By Ancaor the Halfling Quantum Slider level 33
39th Haze 122nd year of Ascendancy at 15:14 see stats
By Ancaor the Halfling Quantum Slider level 10
8th Mirth 122nd year of Ascendancy at 05:30 see stats
By Ancaor the Halfling Quantum Slider level 10
9th Mirth 122nd year of Ascendancy at 19:42 see stats
By Ancaor the Halfling Quantum Slider level 38
64th Haze 122nd year of Ascendancy at 09:01 see stats
By Ancaor the Halfling Quantum Slider level 24
75th Dusk 122nd year of Ascendancy at 08:41 see stats
By Ancaor the Halfling Quantum Slider level 17
11st Dusk 122nd year of Ascendancy at 09:15 see stats
By Ancaor the Halfling Quantum Slider level 30
29th Haze 122nd year of Ascendancy at 12:58 see stats
By Ancaor the Halfling Quantum Slider level 5
78th Pyre 122nd year of Ascendancy at 10:23 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: teleported).
Ancaor's spell attains critical power!
Ancaor is everywhere!
Talent Everywhere at Once is ready to use.
Ran for 2 turns (stop reason: teleported).
Ancaor's spell attains critical power!
Ancaor is everywhere!
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:00.
Automatic talent usage: disabled
Resting starts...
Rested for 1 turns (stop reason: teleported).
Ancaor's spell attains critical power!
Ancaor is everywhere!
Ancaor is no longer out of phase.
Talent Coccoon is ready to use.
Ancaor is no longer surging arcane power.