











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Shalore |
Class | Alchemist |
Level / Exp | 30 / 54% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 30 on the 14th Regrowth 123rd year of Ascendancy at 16:44 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 25 (base 13) |
Magic | 71 (base 60) |
Willpower | 20 (base 11) |
Cunning | 65 (base 58) |
Resources
Life | -40/699 |
Mana | 4/413 |
Healing Factor | 1.2845178243369 |
Regeneration | 22.157932469811 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 37.637072247758 |
See Invisible | 44.637072247758 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 49 |
Accuracy | 14 |
Crit Chance | 27% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +47% |
Physical | +12% |
Cold | +41% |
All | 0% |
Darkness | +27% |
Temporal | +24% |
Mind | +9% |
Fire | +7% |
Nature | +21% |
Offense: Damage Penetration
Darkness | +35% |
Light | +45% |
Temporal | +35% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 45 |
Mental Save | 47 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 44%( 70%) |
Physical | + 22%( 70%) |
Cold | + 55%( 70%) |
All | + 13%( 70%) |
Lightning | + 43%( 70%) |
Light | + 35%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 58%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 18% |
Disarm Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 4 times. Its effects scale with your Cunning stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by venom drake hatchling. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Eludhena the storm drake hatchling. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 within2 lumberjacks have died. | 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 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Lck +4 Dex offense ------ Damage +24% acid +3% darkness Ignore resists +5% darkness defense ------ Armor +3 Resistance +9% darkness Stealth +6 A pair of boots made of leather. |
Quiver | ![]() 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +3% Spellpower +11 (+3 eff.) defense ------ Resistance +8% blight +10% darkness other ------- Light +6 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +5 (+3 eff.) Damage +15% temporal Ignore resists +20% light On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +22% temporal +17% light +8% fire +10% nature +7% acid +5% blight +7% cold +8% darkness A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Mag offense ------ Spellpower +30 (+8 eff.) Ignore resists +10% cold Ignore Shields +10% defense ------ Resistance +15% acid other ------- Mana/turn +0.16 Sting an enemy dealing 249 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +55.00 Life Regen +11.00 Healmod +16% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +17% acid +3% darkness Ignore resists +5% darkness defense ------ Resistance +14% blight +6% fire +15% nature +34% acid Life Regen +4.00 Poison Resist +18% Disease Resist +14% Stun Resist +36% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: defense ------ Armor +9 Defense +5 (+2 eff.) Physical save +10 (+4 eff.) Life +44.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +12 (+3 eff.) Damage +25% cold +21% darkness +21% nature Ignore resists +10% temporal When Hit 4 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Physical save +13 (+5 eff.) Spell save +10 (+3 eff.) Mind save +13 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Con defense ------ Armor +6 Physical save +13 (+5 eff.) Spell save +5 (+2 eff.) Mind save +10 (+4 eff.) Life +51.00 Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +6% acid +12% physical +7% fire +16% cold defense ------ Resistance +8% lightning +8% darkness +18% fire +13% all +14% acid +10% physical +9% blight +21% cold +8% light Physical save +10 (+4 eff.) Spell save +28 (+9 eff.) Mind save +14 (+5 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +9% mind defense ------ Defense +11 (+4 eff.) Resistance +3% mind Life +51.00 Life Regen +2.00 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 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con offense ------ Spell Crit +6% Critical power +20.00% Spellpower +30 (+8 eff.) Spellpower/crit +4 Damage +9% temporal other ------- Vim-on-crit +2.00 Max mana +60.00 Max vim +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 3 times. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +4 Con defense ------ Physical save +10 (+4 eff.) Life +34.00 Life Regen +2.00 other ------- EQ when Hit +0.28 Hate-on-crit +4.00 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 23 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +10 (+4 eff.) Spell save +13 (+4 eff.) Mind save +14 (+5 eff.) other ------- Mana/turn +0.20 Max mana +32.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning Ignore resists +5% lightning +10% cold When Hit 2 mind defense ------ Resistance +20% lightning +6% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +9 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +47.00 Life Regen +6.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 darkness On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +9 Str +2 Cun offense ------ Mind Crit +7% Damage +15% physical Accuracy +25 (+14 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +18% acid other ------- Hate-on-crit +5.00 Max psi +30.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Disrupt Weapon Damage 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +23% Unnatural On-crit, radius 2 +20 lightning +31 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Move Speed +23% Ignore resists +17% lightning +24% cold Sharp, short and deadly. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 80.0 - 120.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +12 (+7 eff.) Ignore Armor +10 Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 68 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 20 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% Ignore Shields +28% While equipped: offense ------ Accuracy +13 (+8 eff.) defense ------ Defense +13 (+4 eff.) Disarm Resist +41% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Psionic Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Arcane Vortex level 4 While equipped: Stats +8 Wil +8 Mag offense ------ Mind Crit +6% Critical power +15.00% Spellpower +20 (+5 eff.) Damage +20% arcane Ignore resists +20% temporal defense ------ Resistance +15% light +18% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane/Psionic Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 darkness +15 temporal Damage Against +17% Living While equipped: defense ------ Resistance +13% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +13 blight On Hit: 20% Epidemic level 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 31 While equipped: Stats +7 Str offense ------ Damage +8% physical Accuracy +11 (+7 eff.) defense ------ Disease Resist +19% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 physical On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +5 Str offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +14% darkness +9% physical Ignore resists +25% physical +17% darkness +25% arcane defense ------ Resistance +17% darkness Blind Resist +22% other ------- Mana/turn +0.12 Max vim +50.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 lightning On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +15% cold Ignore resists +25% lightning +25% cold defense ------ Resistance +15% mind +9% cold Physical save +9 (+3 eff.) Spell save +9 (+3 eff.) Mind save +9 (+3 eff.) other ------- EQ when Hit +2.00 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 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 12 cold Damage +15% cold +6% physical Ignore resists +13% cold +6% physical defense ------ Armor +9 Resistance +8% cold +4% physical other ------- 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 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +20 blight +20 mind While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +12% acid +9% mind +24% blight Ignore resists +15% arcane defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +8 (+3 eff.) other ------- EQ when Hit +2.30 Max psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +14 fire On-crit, radius 2 +13 acid +28 nature While equipped: offense ------ Damage +12% fire Ignore resists +18% acid +16% nature Ignore Armor +12 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight +30% darkness Affinity +20% darkness Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +5% Spellpower +31 (+8 eff.) Damage +30% cold defense ------ Life Regen +1.30 Healmod +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +110 Uses 1.0 Steam When used to Attack: On-hit +15 acid While equipped: Stats +4 Con offense ------ When Hit: * 16% chance to reduce armor by 41% defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +14% acid other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 Uses 1.0 Steam While equipped: offense ------ Physical Crit +9.0% Critical power +19.00% Ignore Armor +12 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +20 light +20 physical While equipped: Stats +3 Str offense ------ Physical Crit +13.0% Critical power +28.00% Damage +15% nature Ignore Armor +13 defense ------ Defense +25 (+7 eff.) other ------- Light +3 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Rare] Nature Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 nature While equipped: Stats +4 Cun +5 Wil offense ------ Damage +15% mind When Hit 8 mind defense ------ Resistance +15% mind Mind save +12 (+4 eff.) other ------- Hate-on-crit +3.00 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +9 (+6 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Psionic Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +12 temporal +17 darkness Damage Against +17% Living On Hit: * 20% chance to slow global speed by 48% While equipped: offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% temporal +5% physical Mind save +6 (+2 eff.) Life Regen +2.00 Healmod +5% One-handed war axes. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: defense ------ Resistance +7% acid +10% temporal +8% cold +6% fire +18% lightning A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +10% Spellpower +18 (+5 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.25 Max mana +96.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +13% blight +15% all Life +49.00 Life Regen +4.50 Healmod +17% other ------- Light +4 Infravision +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: offense ------ Physical Power +14 (+7 eff.) Spellpower +15 (+4 eff.) Mindpower +11 (+6 eff.) defense ------ Armor +5 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +5 Con +4 Wil offense ------ Mindpower +7 (+4 eff.) Ignore resists +8% physical defense ------ Armor +5 Blindside: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +17.0% Spell Crit +10% Mind Crit +11% Critical power +7.00% Accuracy +7 (+5 eff.) defense ------ Armor +3 Fatigue +5% Physical save +8 (+3 eff.) Mind save +8 (+3 eff.) Disarm Resist +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 23 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +4 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +9% temporal +3% cold +3% darkness +5% arcane Spell save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Con offense ------ Damage +8% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 7 turn cooldown Effective talent level: 5.0 Power cost 7 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +16% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +6 Wil offense ------ Spellpower/crit +6 defense ------ Armor +3 Fatigue +3% Resistance +5% blight +8% darkness Spell save +5 (+2 eff.) Mind save +17 (+6 eff.) other ------- Light +2 Circle of Sanctity: (Instant) Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Rare] Master While equipped: offense ------ Damage +12% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +8 Defense +29 (+8 eff.) Fatigue +12% Resistance +15% mind +9% physical Physical save +18 (+6 eff.) Spell save +6 (+2 eff.) Cut Resist +20% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Master While equipped: Stats +3 Cun offense ------ When Hit 6 acid 6 mind defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +5% physical +37% fire Life Regen +4.00 Blind Resist +20% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +17 Defense +15 (+5 eff.) Fatigue +12% Mind save +17 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +16 Fatigue +22% Life +141.00 Life Regen +6.00 Healmod +18% A suit of armour made of metal plates. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil +6 Cun offense ------ Damage +6% mind Ignore resists +18% physical When Hit 10 mind defense ------ Resistance +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+6 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+6 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: defense ------ Armor +2 Defense +5 (+2 eff.) Mind save +9 (+3 eff.) Life +40.00 Pinning Resist +10% Knockbk Resist +20% other ------- Psi when Hit +0.04 Hate-on-crit +5.00 Light +4 See Stealth +8 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 17 out of 25/25. Range 5 Cooldown: 12 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 145.95 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 145.95 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +23% Confus Resist +12% other ------- Light +7 See Stealth +7 See Invisibility +5 Track: Puts all charms on 26 turn cooldown Effective talent level: 5.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 121% of the healing done. This effect scales with your Magic stat.. Uses 49 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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 Encumbrance 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 Encumbrance T4 shot ammo Reqs Dex 35 [Rare] Master Weapon Damage 55.0 - 66.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 17 On-ranged-hit +16 fire +20 mind On-Hit, radius 1 +12 mind +20 fire On Hit: * 20% chance to reduce all saves and defense by 22 * 20% chance to reduce strength, dexterity, and constitution by 31 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Master Weapon Damage 65.0 - 78.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +15.0% Capacity 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego++] Psionic Weapon Damage 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +28 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Resistance +6% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str defense ------ Resistance +21% acid +15% fire +5% arcane +6% lightning Disease Resist +20% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dadosi the Shalore Alchemist level 26
78th Haze 122nd year of Ascendancy at 04:16 see stats
By Dadosi the Shalore Alchemist level 11
7th Dusk 122nd year of Ascendancy at 09:48 see stats
By Dadosi the Shalore Alchemist level 25
76th Haze 122nd year of Ascendancy at 08:33 see stats
By Dadosi the Shalore Alchemist level 28
2nd Wintertide 123rd year of Ascendancy at 02:53 see stats
By Dadosi the Shalore Alchemist level 10
5th Flare 122nd year of Ascendancy at 00:18 see stats
By Dadosi the Shalore Alchemist level 20
40th Dusk 122nd year of Ascendancy at 23:41 see stats
By Dadosi the Shalore Alchemist level 30
8th Regrowth 123rd year of Ascendancy at 01:46 see stats
By Dadosi the Shalore Alchemist level 22
68th Dusk 122nd year of Ascendancy at 08:03 see stats
By Dadosi the Shalore Alchemist level 18
38th Dusk 122nd year of Ascendancy at 16:23 see stats
By Dadosi the Shalore Alchemist level 10
5th Flare 122nd year of Ascendancy at 18:56 see stats
By Dadosi the Shalore Alchemist level 10
7th Flare 122nd year of Ascendancy at 16:22 see stats
By Dadosi the Shalore Alchemist level 28
7th Allure 123rd year of Ascendancy at 20:28 see stats
By Dadosi the Shalore Alchemist level 17
31st Dusk 122nd year of Ascendancy at 14:11 see stats
Log
Ce'Nerarin the corrupted dendritic hemospinner hits Dadosi for (462 stormshielded), 0 physical, (65 stormshielded), 0 physical (0 total damage).
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
You sense that Something has taken notice of you ...
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Dadosi for (159 stormshielded), 0 physical (0 total damage).
Melee retaliation hits Shadow for 0 nature damage.
Talent Caustic Mire is ready to use.
Shadow casts Blindside.
Shadow performs a melee critical strike against Dadosi!
Dadosi's stormshield is out of charges and dissipates!.
Dadosi's storm dissipates.
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 nature damage.
Shadow hits Dadosi for (218 stormshielded), 0 physical (0 total damage).
Porona the corrupted plasmic disruptor casts Burning Hex.
Dadosi shrugs off Porona the corrupted plasmic disruptor's 'Burning Hex'!
Talent Fire Storm is ready to use.
Talent Infusion: Movement is ready to use.
Shadow casts Fade.
Shadow fades!
Shadow hits Dadosi for 67 physical damage.
Melee retaliation hits Shadow for 0 nature damage.
Melee retaliation hits Shadow for 4 nature damage.
Shadow hits Dadosi for 69 physical damage.
Dadosi the level 30 shalore alchemist was impaled to death by a shadow on level 1 of The Godfeaster.