











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 1.7.6Donators/Buyers bonus! Savefile Notes 1.7.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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 More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 32 / 95% |
Size | medium |
Lifes / Deaths | Killed by Porylenor the giant venus flytrap at level 7 on the 2nd Flare 122nd year of Ascendancy at 16:00 0 / 6Killed by Aerinne the sandworm destroyer at level 24 on the 30th Haze 122nd year of Ascendancy at 05:08 Killed by Weirdling Beast at level 31 on the 45th Regrowth 123rd year of Ascendancy at 20:33 Killed by Urkis, the High Tempest at level 31 on the 50th Regrowth 123rd year of Ascendancy at 02:21 Killed by Salovea the losselhing at level 32 on the 57th Regrowth 123rd year of Ascendancy at 12:22 Killed by Nerutira the forest wight at level 32 on the 57th Regrowth 123rd year of Ascendancy at 14:16 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 91 (base 60) |
Constitution | 15 (base 10) |
Magic | 98 (base 60) |
Willpower | 14 (base 12) |
Cunning | 25 (base 16) |
Resources
Life | 1102/1102 |
Mana | 186/186 |
Paradox | 150 |
Healing Factor | 1.4860311219417 |
Regeneration | 37.726811521657 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -53.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 26.969932944468 |
See Invisible | 35.969932944468 |
Offense: Mainhand
Damage | 220 |
Accuracy | 73 |
Crit Chance | 13% |
APR | 120 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 16% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +34% |
Light | +12% |
Cold | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 61.08934837382 (96.151787968034%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 22 |
Physical Save | 34 |
Spell Save | 36 |
Mental Save | 28 |
Defense: Resistances
Acid | + 48%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 40%( 70%) |
All | 0%( 70%) |
Lightning | + 39%( 70%) |
Physical | + 8%( 70%) |
Temporal | + 8%( 70%) |
Darkness | + 9%( 70%) |
Mind | + 6%( 70%) |
Fire | + 3%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 28% |
Silence Resistance | 38% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 6 turns. While Heroism is active, you will only die when reaching -545 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 545 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 36 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. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Temporal Hounds |
talent | Chant of Fortress |
talent | Premonition |
talent | Contingency |
talent | Weapon Folding |
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 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 40. | 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 |
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 ice ant stinger. * You've found the needed pouch of bone giant dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% darkness Melee Ret 2 arcane ----- def ----- Armour +3 Resists +5% arcane +9% darkness Silence- +28% Confus- +28% Stun/Frz- +28% ---------- misc Light +3 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 140% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. This item has been sent to the Item's Vault. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 6 nature ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Resists +7% nature +3% temporal Spell.save +5 (+3 eff.) Mind.save +18 (+9 eff.) Max.HP +75.00 Heal.mod +15% A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str ----- def ----- Phys.save +18 (+8 eff.) Max.HP +40.00 HP.reg +2.00 Silence- +10% Disarm- +10% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% fire ----- def ----- Resists +9% lightning +21% cold +27% acid Mind.save +6 (+3 eff.) Max.HP +77.00 HP.reg +20.14 Heal.mod +18% Blind- +21% ---------- misc Light +2 Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +1 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +12% acid +3% fire +6% nature Max.HP +40.00 Blind- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Mag ----- def ----- Armour +14 Defense +30 (+7 eff.) Resists +10% lightning +5% temporal Die.at -20.00 life A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+7 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 138 to 276 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +7 Mag +2 Wil dps ---------- Dmg.mod +9% lightning +6% mind Acc +19 (+5 eff.) Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Armour +2 Fatigue +3% ---------- misc See.Invis +6 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +15.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Nature While equipped: Stats +5 Dex ----- def ----- Armour +7 Fatigue +22% Resists +5% arcane Max.HP +103.00 HP.reg +1.00 Heal.mod +11% ---------- misc See.Invis +3 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Resists +9% acid +19% cold +12% nature +6% mind Spell.save +9 (+4 eff.) Max.HP +40.00 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 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 68 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 519 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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: 5 lightning, 3 physical, 4 light, 5 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 82.00 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 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. 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. 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 342 damage for 4 turns. 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 T5 amulet jewelry Reqs Level 35 [Random Unique] Nature While equipped: Stats +4 Wil +2 Cun +12 Con ----- def ----- Resists +7% arcane +12% lightning Phys.save +41 (+15 eff.) Max.HP +137.00 HP.reg +21.00 Blind- +40% Disease- +20% Pinning- +27% Knockbk- +20% ---------- misc Hate/m.crit +2.00 Infravis +10 Sight +2 See.Invis +15 Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +7 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Resists +12% lightning ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- S.pwr/crit +10 Dmg.mod +6% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Fatigue -7% Resists +15% darkness HP.reg +2.00 ---------- misc Mana/turn +0.50 Max.mana +87.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 5 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 5% chance to reduce damage dealt by 11% * 5% chance to blind Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry Reqs Level 35 [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +16% darkness ----- def ----- Resists +32% darkness +6% lightning Mind.save +15 (+8 eff.) HP.reg +6.00 Blind- +35% Stun/Frz- +41% ---------- misc Max.hate +6.00 Infravis +5 See.Stealth +25 See.Invis +18 Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +18% cold Res.pen +20% cold Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- HP.reg +1.00 Stun/Frz- +29% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +10 Con dps ---------- Phys.pwr +21 (+5 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +4% all ----- def ----- Resists +3% light Crit.chn- 5.00% Spell.save +10 (+5 eff.) Silence- +20% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 darkness ----- def ----- Resists +9% lightning +9% fire +5% arcane +3% blight Crit.chn- 5.00% Die.at -60.00 life HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +6 Dex +1 Mag +9 Wil +10 Cun +9 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +7 (+2 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 44.0 - 66.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +16 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +14% physical Acc +19 (+5 eff.) Apr +13 ----- def ----- Resists +18% acid +12% fire +5% arcane Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 33.0 - 49.5 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% cold +14% all Acc +16 (+4 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 13 Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 85% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 31.0 - 40.3 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 nature On Crit.r2 +12 mind On Hit: * 20% chance to slow global speed by 38% * 10% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +9% nature +9% mind ----- def ----- Resists +9% temporal Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 28.5 - 42.8 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 38% * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: Stats +6 Cun dps ---------- Acc +30 (+7 eff.) On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Resists +9% nature Crit.chn- 10.00% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 33.5 - 53.6 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +20 nature While equipped: dps ---------- Crit.mult +5.00% Acc +12 (+3 eff.) ----- def ----- Defense +16 (+4 eff.) Resists +12% nature +6% darkness Disarm- +46% ---------- misc Max.psi +20.00 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 light On Crit.r2 +16 light While equipped: dps ---------- Phys.crit +17.0% Acc +15 (+4 eff.) ----- def ----- Resists +6% lightning +21% fire +12% light Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +41 Wil +35 Con dps ---------- Phys.crit +11.0% Dmg.mod +3% acid Res.pen +10% acid Acc +20 (+5 eff.) ----- def ----- Resists +6% acid +3% fire +18% darkness +9% lightning Max.HP +257.00 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +12 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +23% physical +50% temporal Res.pen +33% temporal +48% physical Acc +17 (+5 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() 4.0 T2 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +17% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +5.0% Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 26.5 - 37.1 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Dmg.mod +12% lightning +21% mind +21% blight Res.pen +20% blight ----- def ----- Resists +15% lightning Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Psionic Power 33.0 - 46.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 mind On Hit: * 10% chance to reduce all saves and defense by 13 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Cun +3 Wil Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 50% Mag, 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 (+4 eff.) Melee+ 13 cold Dmg.mod +8% cold +5% mind +5% darkness Res.pen +10% cold +9% mind +8% darkness ----- def ----- Armour +12 Resists +9% cold ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 50% Mag, 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 (+4 eff.) Melee+ 5 mind 9 darkness Dmg.mod +3% mind +2% darkness ----- def ----- Max.HP +22.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +5.0% Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 staff 1H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +8 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +20% arcane Res.pen +5% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- HP.reg +1.00 Heal.mod +13% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +3 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +1 Mag dps ---------- Spell.crit +11% Crit.mult +7.00% Spell.pwr +24 (+6 eff.) Dmg.mod +20% acid +12% mind Res.pen +10% fire Phasing +30% Melee Ret 2 mind ---------- misc Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature 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 +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light Melee Ret 10 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +11 (+3 eff.) Resists +12% blight +15% cold +6% light +6% temporal ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.79 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +7 Con dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +24% lightning Res.pen +10% fire ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Ego+] Master Power 27.0 - 43.2 Physical Uses 170% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+3 eff.) Apr +7 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 34.0 - 47.6 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Dmg.mod +18% lightning +15% acid ----- def ----- Resists +15% lightning +9% fire One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +30 (+15 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +10 (+5 eff.) Mind.save +6 (+3 eff.) Pinning- +20% ---------- misc Equi/ret +0.24 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +21% mind On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +2 (+0 eff.) Max.HP +33.00 ---------- misc Psi/ret +0.20 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 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 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +1 Wil +4 Cun dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +16% light +21% mind On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +21% mind +24% light +13% all Spell.save +24 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% ---------- misc Stam/turn +0.40 Max.stam +15.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/turn +0.70 Max.stam +20.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +16 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +7 Fatigue +5% Mind.save +9 (+5 eff.) Max.HP +48.00 Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +18.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane ---------- misc Mana/turn +0.16 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +11 arcane On Hit: 10% Elemental Bolt 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% light ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +17% cold +9% darkness +9% fire ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% fire +15% cold Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Armour +6 Fatigue +3% Resists +15% nature ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +12% blight Phys.save +6 (+3 eff.) Spell.save +12 (+5 eff.) Heal.mod +10% Silence- +20% Disarm- +20% Knockbk- +20% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Dmg.mod +9% cold Res.pen +10% mind ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+6 eff.) Mind.save +18 (+9 eff.) ---------- misc Equi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +21% cold Res.pen +20% lightning +25% cold +15% mind ----- def ----- Armour +4 Fatigue +4% Resists +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +4% Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +11% cold A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Mind.save +8 (+4 eff.) ---------- misc Stam/ret +1.20 Equi/ret +1.10 A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +9% nature +12% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +21% acid +7% physical +9% darkness Phys.save +14 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +16% blight +21% temporal +17% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +31.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +23% acid +9% temporal +6% darkness +9% blight +5% arcane Spell.save +15 (+6 eff.) Max.HP +40.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Arcane While equipped: dps ---------- Melee+ 17 acid 14 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% acid +15% darkness +21% fire +9% mind +5% arcane Spell.save +6 (+3 eff.) Disease- +20% Teleport- +20% A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +10% physical +23% darkness +14% light ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +14% light +11% darkness +7% arcane Spell.save +16 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Apr +8 ----- def ----- Armour +6 Defense +15 (+4 eff.) Fatigue +8% HP.reg +2.30 ---------- misc Stam/turn +1.40 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 39 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +15 Defense +9 (+2 eff.) Fatigue +22% Resists +12% nature +13% blight Mind.save +13 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +10 Fatigue +22% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% lightning +6% arcane Res.pen +10% darkness On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +9% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 1 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning +14% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +11% light +13% darkness ----- def ----- Armour +8 Fatigue +8% Resists +13% light +14% darkness ---------- misc Wards +5 lightning +5 temporal +5 darkness +6 fire +5 nature +5 blight +3 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +8 Fatigue +8% Resists +14% physical +13% light +10% darkness Shield.near.proj +32 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 120% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. This item has been sent to the Item's Vault. |
![]() 3.0 T3 arrow ammo [Rare] Arcane Power 35.5 - 49.7 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% Ranged+ +20 blight +18 temporal On Hit: * 12% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 120% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. This item has been sent to the Item's Vault. |
![]() 3.0 T3 arrow ammo [Ego+] Arcane/Psionic Power 30.5 - 42.7 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +20 physical +15 temporal On Hit: * 12% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 62 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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? |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 126.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 126.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +15% cold Res.pen +15% mind ----- def ----- Resists +6% acid Mind.save +6 (+3 eff.) Max.HP +60.00 ---------- misc Equi/ret +0.16 Max.psi +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.pwr +27 (+6 eff.) Dmg.mod +14% mind On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +6% acid ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +7% light ----- def ----- Resists +11% darkness Affinity +5% light ---------- misc Light +8 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 177.55 light damage. At talent level 3 you gain 30% 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Rare] Master Power 47.0 - 56.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +16.0% Capacity 22 Ranged+ +20 fire +12 mind On Hit.r1 +20 fire On Crit.r2 +16 mind +8 fire On Hit: * 10% chance to slow global speed by 38% On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Arcane/Master Power 51.0 - 61.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 On Hit: 20% Curse of Defenselessness 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +9 Dex +3 Cun +7 Con dps ---------- Dmg.mod +6% nature Res.pen +10% nature ----- def ----- Resists +3% nature ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 468 Base Damage: 220 Armor: 7 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +4% On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +12 Resists +6% temporal Spell.save +6 (+3 eff.) Knockbk- +20% ---------- misc Psi/ret +0.20 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Cun +10 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +9% mind ---------- misc Max.hate +10.00 Max.psi +30.00 Fire a magical bolt dealing 250 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eallial Who the Cornac Temporal Warden level 25
50th Haze 122nd year of Ascendancy at 16:33 see stats
By Eallial Who the Cornac Temporal Warden level 11
6th Dusk 122nd year of Ascendancy at 06:10 see stats
By Eallial Who the Cornac Temporal Warden level 22
27th Haze 122nd year of Ascendancy at 19:33 see stats
By Eallial Who the Cornac Temporal Warden level 32
51st Regrowth 123rd year of Ascendancy at 19:24 see stats
By Eallial Who the Cornac Temporal Warden level 31
46th Regrowth 123rd year of Ascendancy at 02:00 see stats
By Eallial Who the Cornac Temporal Warden level 29
18th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Eallial Who the Cornac Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 18:23 see stats
By Eallial Who the Cornac Temporal Warden level 20
78th Dusk 122nd year of Ascendancy at 15:50 see stats
By Eallial Who the Cornac Temporal Warden level 30
20th Regrowth 123rd year of Ascendancy at 08:56 see stats
By Eallial Who the Cornac Temporal Warden level 21
9th Haze 122nd year of Ascendancy at 18:10 see stats
By Eallial Who the Cornac Temporal Warden level 32
57th Regrowth 123rd year of Ascendancy at 14:15 see stats
By Eallial Who the Cornac Temporal Warden level 10
7th Flare 122nd year of Ascendancy at 12:52 see stats
By Eallial Who the Cornac Temporal Warden level 7
5th Mirth 122nd year of Ascendancy at 21:32 see stats
By Eallial Who the Cornac Temporal Warden level 22
28th Haze 122nd year of Ascendancy at 20:53 see stats
By Eallial Who the Cornac Temporal Warden level 16
33rd Dusk 122nd year of Ascendancy at 13:16 see stats
By Eallial Who the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 07:03 see stats
Log
Resting starts...
Talent Command Hounds: Blink is ready to use.
Talent Guardian Unity is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Fold Fate is ready to use.
Talent Fold Gravity is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Command Hounds: Breathe is ready to use.
Talent Arrow Stitching is ready to use.
Talent Singularity Arrow is ready to use.
Talent Dimensional Step is ready to use.
Talent Arrow Echoes is ready to use.
Talent Weapon Folding is ready to use.
Talent Phase Pulse is ready to use.
Eallial Who activates Phase Pulse.
Talent Rune: Shielding is ready to use.
Eallial Who activates Weapon Folding.
Talent Chant of Fortress is ready to use.
Eallial Who activates Chant of Fortress.
Talent Invigorate is ready to use.
Talent Temporal Hounds is ready to use.
Eallial Who activates Temporal Hounds.
Talent Time Shield is ready to use.
Talent Premonition is ready to use.
Eallial Who activates Premonition.
Talent Infusion: Heroism is ready to use.
Talent Contingency is ready to use.
Eallial Who activates Contingency.
Rested for 41 turns (stop reason: dialog is displayed).