








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 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. 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 | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 50 / 1548% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nalaith the troll guard at level 15 on the 30th Retaking 124th year of Ascendancy at 17:54 2 / 5Killed by Layethra the larvae bloated ritch mother at level 25 on the 5th Revenge 124th year of Ascendancy at 01:46 Killed by Sher'Tul High Priest at level 50 on the 33rd Loss 124th year of Ascendancy at 14:53 Killed by Sher'Tul High Priest at level 50 on the 33rd Loss 124th year of Ascendancy at 17:04 Killed by HOOOOFER!'s Temporal Clone at level 50 on the 33rd Loss 124th year of Ascendancy at 22:52 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 43 (base 29) |
Constitution | 27 (base 10) |
Magic | 106 (base 60) |
Willpower | 77 (base 60) |
Cunning | 86 (base 60) |
Resources
Life | 1162/1162 |
Mana | 824/824 |
Steam | 100/100 |
Healing Factor | 1.2986945338482 |
Regeneration | 35.389426047364 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16.367491648097 |
See Stealth | 10 |
Offense: Mainhand
Damage | 52 |
Accuracy | 34 |
Crit Chance | 42% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Mind | +27% |
Lightning | +88% |
Light | +44% |
Darkness | +27% |
Blight | +33% |
Arcane | +37% |
Fire | +27% |
All | +15% |
Offense: Damage Penetration
Physical | +34% |
Lightning | +60% |
Acid | +50% |
Darkness | +42% |
Blight | +45% |
Arcane | +34% |
Fire | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 22 (71.69962066283%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 50 |
Mental Save | 53 |
Defense: Resistances
Nature | + 26%( 70%) |
Lightning | + 70%( 70%) |
Light | + 16%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 34%( 70%) |
Arcane | + 17%( 70%) |
Fire | + 18%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 47% |
Poison Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 45% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 447 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1716% for 10 turns (944 total) and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
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 630 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Increases defense by 16. Mobile Defense |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Spell.pwr +11 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +12% fire Res.pen +10% fire +9% physical On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +5 Resists +3% light +9% nature Phys.save +15 (+7 eff.) Silence- +50% Confus- +47% Pinning- +25% Stun/Frz- +45% Knockbk- +25% Teleport- +100% ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Ego++] Arcane/Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +6 (+3 eff.) Dmg.mod +29% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +12 See.Stealth +10 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 271.29 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% fire Melee Ret 6 lightning ----- def ----- Defense +2 (+0 eff.) Resists +12% lightning +6% fire Silence- +50% ---------- misc Equi/ret +1.70 Psi/ret +1.60 Hate/ret +1.50 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% acid ----- def ----- Resists +5% arcane +6% nature +15% darkness Crit.chn- 10.00% Mind.save +6 (+2 eff.) HP.reg +4.00 Silence- +20% Pinning- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 201 lightning damage and will be dazed for 1 turn (1007 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Dex +8 Cun +6 Con dps ---------- Spell.crit +3% Phys.pwr +15 (+6 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +17 (+5 eff.) S.pwr/crit +8 Dmg.mod +7% all Phasing +20% Acc +12 (+5 eff.) ----- def ----- Spell.save +19 (+7 eff.) ---------- misc Mana/s.crit +2.00 Max.stam +28.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% mind Melee Ret 8 mind ----- def ----- Defense +5 (+1 eff.) Resists +3% mind Phys.save +6 (+3 eff.) Max.HP +95.00 HP.reg +23.00 Heal.mod +16% Stun/Frz- +40% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Defense +10 (+2 eff.) Fatigue +5% Resists +30% lightning Proj.slow +25% Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.crit +20% Crit.mult +35.00% Spell.pwr +15 (+3 eff.) Dmg.mod +18% blight +30% lightning +12% darkness +12% arcane Res.pen +17% darkness +20% blight ----- def ----- Spell.save +9 (+3 eff.) Mind.save +18 (+6 eff.) ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Armour +5 Hardiness +20% Defense +15 (+4 eff.) Fatigue +1% Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +4 (+1 eff.) Dmg.mod +10% arcane Res.pen +9% arcane ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning Phys.save +8 (+4 eff.) Max.HP +51.00 Stun/Frz- +50% ---------- misc Max.mana +46.00 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 T5 amulet jewelry [Rare] Arcane While equipped: Stats +13 Mag dps ---------- Mind.crit +8% Crit.mult +20.00% Res.pen +20% lightning ----- def ----- Resists +12% lightning Mind.save +18 (+6 eff.) Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Max.psi +57.01 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 928% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 59% faster, and you are invisible (power 18). 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 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 753% for 10 turns (414 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 126 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 459 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.20 Max.mana +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +2 Mag +5 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.25 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +13 (+6 eff.) Max.HP +57.00 HP.reg +5.00 Blind- +10% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% darkness +6% temporal +7% light +5% physical Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Defense +30 (+7 eff.) Resists +28% nature +2% physical Crit.chn- 10.00% Max.HP +80.00 Heal.mod +20% Cut- +10% Disarm- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +33 (+12 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +21% darkness +5% all ----- def ----- Defense +10 (+2 eff.) Resists +6% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Fatigue -6% Resists +5% arcane Die.at -80.00 life Heal.mod +20% ---------- misc Max.enc +23 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +4 Wil +4 Cun dps ---------- Mind.crit +2% Phys.pwr +7 (+4 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +6% all Acc +26 (+10 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Resists +3% darkness ---------- misc Max.psi +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -6% Max.HP +49.00 HP.reg +9.00 Heal.mod +13% ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% mind Melee Ret 6 mind 6 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Mind.save +33 (+10 eff.) Confus- +50% ---------- misc Max.hate +10.20 Max.psi +50.99 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +13 (+6 eff.) ----- def ----- Max.HP +61.00 HP.reg +16.00 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +10 Wil ----- def ----- Mind.save +20 (+6 eff.) Max.HP +95.00 HP.reg +14.00 Heal.mod +17% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Cun dps ---------- Spell.crit +5% Mind.crit +6% Spell.pwr +15 (+3 eff.) Dmg.mod +15% blight +30% darkness +30% mind ----- def ----- Armour +8 Defense +8 (+2 eff.) Spell.save +15 (+5 eff.) Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.24 Max.mana +100.00 Max.P.En +20.00 Max.N.En +20.00 Wards +2 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +45% blight +18% fire +30% arcane Res.pen +20% blight +53% fire +20% light Melee Ret 13 light ----- def ----- Resists +9% blight ---------- misc Mana/turn +0.40 Max.mana +90.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 nature On Crit.r2 +24 acid +34 nature While equipped: dps ---------- Res.pen +21% acid +21% nature Apr +11 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Disrupt/Master Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +27% Unnatural 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: dps ---------- Res.pen +14% physical Acc +25 (+10 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Rare] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- S.pwr/crit +4 Dmg.mod +15% darkness +30% fire Res.pen +33% fire Phasing +40% Acc +15 (+6 eff.) On Hit (Melee): * 26% chance to reduce armor by 43% ----- def ----- Defense +15 (+4 eff.) Disarm- +44% ---------- misc Mana/turn +0.28 Max.vim +30.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +35.00% Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage While equipped: Stats +3 Wil +13 Mag dps ---------- Phys.pwr +40 (+14 eff.) Res.pen +25% physical Acc +25 (+10 eff.) On Hit (Melee): * 26% chance to reduce all saves and defense by 34 ----- def ----- Armour +18 ---------- misc Light +4 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +6% Melee+ 17 fire Dmg.mod +21% lightning +34% fire +17% cold Res.pen +17% fire ----- def ----- Resists +12% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +21.00% Mind.pwr +10 (+3 eff.) Dmg.mod +15% lightning +16% cold +16% physical ----- def ----- Defense +24 (+6 eff.) Pinning- +39% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +25% mind +18% darkness Res.pen +15% mind +9% darkness ----- def ----- Spell.save +8 (+3 eff.) ---------- misc Max.hate +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 17 cold Dmg.mod +16% cold Res.pen +12% cold ----- def ----- Armour +20 Resists +6% all +20% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 On Hit: 10% Shoot 1 While equipped: Stats +11 Mag dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +23% arcane Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Arcane Power 56.0 - 78.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 Ranged+ +16 acid +20 fire +26 mind +26 cold On Hit.r1 +20 acid +24 fire +16 mind +24 cold On Crit.r2 +24 acid +20 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +18.0% Phys.pwr +13 (+6 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +28% nature +30% lightning ----- def ----- Resists +45% lightning +15% all Poison- +50% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +11 Cun +10 Dex dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) ----- def ----- Armour +18 Defense +30 (+7 eff.) Fatigue +8% Resists +50% lightning +6% temporal +12% mind Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.04 Max.hate +4.00 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +12% Resists +13% acid +9% physical +42% cold +13% lightning +13% fire A suit of armour made of mail. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.crit +8% S.pwr/crit +13 Dmg.mod +27% fire Res.pen +33% lightning +33% arcane ----- def ----- Fatigue -10% Spell.save +24 (+8 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.enc +58 Vim/s.crit +2.65 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +10 Wil +17 Mag dps ---------- Spell.crit +5% ---------- misc Mana/turn +0.49 Max.mana +49.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +5 Mag +3 Wil +3 Cun dps ---------- Phys.crit +4.0% Spell.pwr +10 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +15% nature +19% blight HP.reg +9.00 Heal.mod +16% ---------- misc Stam/turn +3.00 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +13 (+3 eff.) Resists +25% light +25% fire Stealth +14 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 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +15.00% Res.pen +25% mind +10% nature ----- def ----- Armour +3 Resists +6% lightning Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 259 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +5% arcane ----- def ----- Armour +13 Fatigue -10% Resists +6% temporal +5% arcane +15% mind Spell.save +12 (+4 eff.) Max.HP +60.00 Heal.mod +20% Blind- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.70 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +30 (+8 eff.) Res.pen +25% lightning ----- def ----- Armour +9 Fatigue +3% Resists +30% lightning ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Mag dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Resists +5% physical +12% darkness +9% cold +7% arcane +18% nature Die.at -80.00 life Max.HP +50.00 Disease- +26% ---------- misc Stam/turn +0.90 Mana/turn +0.24 Vim/s.crit +2.65 Max.mana +132.29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +9% Crit.mult +22.80% Spell.pwr +34 (+7 eff.) S.pwr/crit +11 Res.pen +19% darkness +18% temporal Melee Ret 11 fire On Hit (Melee): * 23% chance to reduce damage dealt by 27% ----- def ----- Armour +5 Fatigue +4% Resists +22% darkness +30% temporal Def/telep +30 Res/telep +20% Dur/telep +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Resists +6% nature +2% physical Crit.chn- 15.00% Phys.save +12 (+6 eff.) Silence- +20% Disarm- +32% Confus- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+6 eff.) ----- def ----- Armour +7 Fatigue +3% Mind.save +10 (+3 eff.) Max.HP +44.00 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 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +12 Dex +2 Wil +3 Cun +3 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+5 eff.) ---------- misc Max.stam +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 110.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +2.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Str +3 Dex +13 Mag +6 Wil +4 Con dps ---------- Spell.crit +3% Dmg.mod +10% blight +14% arcane ----- def ----- Armour +3 Fatigue +3% Resists +3% physical Die.at -80.00 life A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +6 Wil +8 Mag dps ---------- Spell.crit +3% S.pwr/crit +13 Dmg.mod +18% temporal Res.pen +20% arcane Melee Ret 6 blight ----- def ----- Resists +15% blight ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +6 Wil +7 Mag dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +13% mind ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 lite [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +12% light ----- def ----- Resists +11% darkness Affinity +5% light ---------- misc Light +10 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 271.29 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +6 Con ----- def ----- Resists +15% blight +3% all Spell.save +15 (+5 eff.) HP.reg +16.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 T3 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +20.00% Phys.pwr +20 (+8 eff.) Res.pen +10% physical Acc +20 (+8 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +15 (+7 eff.) Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +30% fire Res.pen +25% fire Melee Ret 8 acid On Hit (Melee): * 26% chance to reduce armor by 43% ----- def ----- Defense +15 (+4 eff.) Resists +24% cold +24% fire HP.reg +5.26 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Mag +6 Con dps ---------- Crit.mult +15.00% Res.pen +10% physical ----- def ----- Resists +7% physical Crit.chn- 16.57% Phys.save +9 (+5 eff.) ---------- misc Stam/turn +3.00 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By HOOOOFER! the Whitehoof Archmage level 50
5th Loss 124th year of Ascendancy at 21:50 see stats
By HOOOOFER! the Whitehoof Archmage level 13
24th Retaking 124th year of Ascendancy at 15:16 see stats
By HOOOOFER! the Whitehoof Archmage level 34
21st Revenge 124th year of Ascendancy at 12:30 see stats
By HOOOOFER! the Whitehoof Archmage level 47
27th Dearth 124th year of Ascendancy at 22:39 see stats
By HOOOOFER! the Whitehoof Archmage level 32
20th Revenge 124th year of Ascendancy at 14:07 see stats
By HOOOOFER! the Whitehoof Archmage level 40
5th Dearth 124th year of Ascendancy at 13:10 see stats
By HOOOOFER! the Whitehoof Archmage level 10
19th Retaking 124th year of Ascendancy at 20:11 see stats
By HOOOOFER! the Whitehoof Archmage level 20
36th Retaking 124th year of Ascendancy at 01:44 see stats
By HOOOOFER! the Whitehoof Archmage level 30
12nd Revenge 124th year of Ascendancy at 20:55 see stats
By HOOOOFER! the Whitehoof Archmage level 40
5th Dearth 124th year of Ascendancy at 07:50 see stats
By HOOOOFER! the Whitehoof Archmage level 50
40th Dearth 124th year of Ascendancy at 14:19 see stats
By HOOOOFER! the Whitehoof Archmage level 50
6th Loss 124th year of Ascendancy at 05:09 see stats
By HOOOOFER! the Whitehoof Archmage level 37
30th Pain 124th year of Ascendancy at 05:37 see stats
By HOOOOFER! the Whitehoof Archmage level 44
24th Dearth 124th year of Ascendancy at 06:51 see stats
By HOOOOFER! the Whitehoof Archmage level 22
43rd Retaking 124th year of Ascendancy at 10:18 see stats
By HOOOOFER! the Whitehoof Archmage level 43
18th Dearth 124th year of Ascendancy at 02:13 see stats
By HOOOOFER! the Whitehoof Archmage level 50
42nd Dearth 124th year of Ascendancy at 02:41 see stats
By HOOOOFER! the Whitehoof Archmage level 50
33rd Loss 124th year of Ascendancy at 20:14 see stats
By HOOOOFER! the Whitehoof Archmage level 25
5th Revenge 124th year of Ascendancy at 04:32 see stats
By HOOOOFER! the Whitehoof Archmage level 34
21st Revenge 124th year of Ascendancy at 12:20 see stats
By HOOOOFER! the Whitehoof Archmage level 18
35th Retaking 124th year of Ascendancy at 09:23 see stats
Log
HOOOOFER!'s Temporal Clone's spell attains critical power!
HOOOOFER!'s shadow simulacrum's spell attains critical power!
HOOOOFER! resists!
Curse of Death from Sher'Tul High Priest hits HOOOOFER! for (4 flat reduction), 72 darkness (72 total damage).
Curse of Death from Sher'Tul High Priest hits HOOOOFER!'s shadow simulacrum for (4 flat reduction), (49 absorbed), 0 darkness (0 total damage).
Lava floor hits HOOOOFER!'s Temporal Clone for (3 flat reduction), 23 fire (23 total damage).
Thunderstorm hits HOOOOFER! for (3 flat reduction), 139 lightning (139 total damage).
Thunderstorm hits HOOOOFER! for (3 flat reduction), 67 lightning (67 total damage).
Thunderstorm hits Sher'Tul High Priest for (62 to time), 0 lightning (0 total damage).
Thunderstorm hits Amakthel's Mouth for 154 lightning damage.
Thunderstorm hits Eyed tentacle for 234 lightning damage.
Thunderstorm hits HOOOOFER!'s Temporal Clone for (4 flat reduction), (1 absorbed), 21 lightning, (4 flat reduction), 39 lightning (60 total damage).
Thunderstorm hits Amakthel's Hand for 52 lightning damage.
Thunderstorm hits HOOOOFER!'s shadow simulacrum for (4 flat reduction), (22 absorbed), 5 lightning, (4 flat reduction), (32 absorbed), 8 lightning (14 total damage).
Thunderstorm hits Amakthel's Eye for 34 lightning, 47 lightning (81 total damage).
Sher'Tul High Priest shrugs off HOOOOFER!'s 'Dazed'!
Amakthel's Mouth is dazed!
Amakthel's Eye is dazed!
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest hits HOOOOFER! for (3 flat reduction), 180 temporal, (3 flat reduction), 170 physical (350 total damage).
Amakthel's Hand enters a deep slumber.
HOOOOFER!'s Temporal Clone's Shock hits HOOOOFER! for (3 flat reduction), 440 lightning (440 total damage).
HOOOOFER! the level 50 whitehoof archmage was volted to death by a HOOOOFER!'s Temporal Clone on level 5 of The Slumbering Caves.
The furious lightning storm around HOOOOFER! calms down and disappears.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
HOOOOFER!'s Temporal Clone's Shock killed HOOOOFER!!
Saving game...
Saving done.