








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! 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 39 / 1% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 28 on the 29th Pyre 123rd year of Ascendancy at 01:59 / 3Killed by Voreyakira the bloated horror at level 36 on the 48th Dusk 123rd year of Ascendancy at 04:16 Killed by multi-hued drake at level 39 on the 74th Haze 123rd year of Ascendancy at 12:53 |
Primary Stats
Strength | 96 (base 35) |
Dexterity | 74 (base 10) |
Constitution | 72 (base 52) |
Magic | 111 (base 60) |
Willpower | 21 (base 10) |
Cunning | 103 (base 60) |
Resources
Life | -122/1246 |
Mana | 115/470 |
Stamina | 152/242 |
Healing Factor | 1.3862906294957 |
Regeneration | 13.516333637583 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 261 |
Accuracy | 62 |
Crit Chance | 43% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 91 |
Accuracy | 62 |
Crit Chance | 53% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +21% |
Darkness | +6% |
Light | +21% |
Temporal | +6% |
Nature | +3% |
Arcane | +11% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Physical | +50% |
Lightning | +50% |
Nature | +30% |
Darkness | +30% |
Blight | +30% |
Arcane | +36% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 65 (70.946778433524%) |
Defense | 96 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 59 |
Mental Save | 39 |
Defense: Resistances
Lightning | + 26%( 70%) |
Fire | + 35%( 70%) |
Nature | + 26%( 70%) |
Darkness | + 34%( 70%) |
Physical | + 26%( 70%) |
Cold | + 24%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
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 460 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lone alchemist from death by naga myrmidon. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Elotira the lesser vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Borfast the Broken. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 300. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +6% physical Acc +5 (+1 eff.) Apr +3 ----- def ----- Armour +6 Defense +15 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Infravis +2 A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +30 (+4 eff.) Dmg.mod +9% physical Melee Ret 17 fire ----- def ----- Resists +7% fire Crit.chn- 15.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+4 eff.) Melee Ret 6 physical ----- def ----- Armour +15 Defense +5 (+1 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+3 eff.) Silence- +20% A cap made of leather. This object's appearance was changed to Invisible. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Cun +8 Con dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Armour +15 Hardiness +8% Fatigue +5% Resists +12% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Spell.pwr +30 (+5 eff.) S.pwr/crit +10 Res.pen +15% lightning ----- def ----- Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +2 Mag +7 Con dps ---------- Phys.pwr +9 (+1 eff.) Melee+ 26 light Ranged+ 24 light Dmg.mod +15% light +3% nature Res.pen +5% darkness +5% nature Acc +12 (+3 eff.) ----- def ----- Resists +3% nature +9% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +6% darkness +6% temporal +6% light +6% physical ---------- misc Mana/turn +0.31 Max.mana +20.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 blight +12 cold On Hit.r1 +18 fire On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 39 On Crit: * Splash the target with acid dealing 244 damage over 5 turns and reducing armor and accuracy by 31 While equipped: dps ---------- Res.pen +5% blight +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Disease- +24% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +8 (+2 eff.) Res.pen +10% lightning ----- def ----- Armour +15 Defense +7 (+2 eff.) Resists +12% lightning Crit.chn- 15.00% Phys.save +25 (+7 eff.) Spell.save +15 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Str, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Cun +4 Dex dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +7 (+1 eff.) Dmg.mod +11% arcane Res.pen +11% arcane Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +33 (+6 eff.) Resists +12% darkness Phys.save +10 (+4 eff.) HP.reg +2.00 Pinning- +10% ---------- misc Max.mana +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Main armor | ![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Res.pen +25% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +14 Defense +34 (+7 eff.) Fatigue +8% Resists +15% fire +9% nature +9% cold Die.at -80.00 life Max.HP +40.00 A suit of armour made of leather. This object's appearance was changed to Borfast's Cage. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 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 and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 84.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 32% all resistance, you move 52% faster, and you are invisible (power 30). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed 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 1206% for 10 turns (37 total) and instantly restoring 60 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 15 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 71 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 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 304 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 334 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 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 340 damage for 3 turns. 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 18 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 113 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Max.HP +25.00 Disarm- +28% Pinning- +31% Knockbk- +32% Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +14.00% Spell.pwr +20 (+4 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +11 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+4 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.10 Talents +1 Command Staff On Spell Hit: 10% Flame 4 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 33.0 - 39.6 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +27 (+5 eff.) Dmg.mod +33% arcane ---------- misc Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 44.5 - 66.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 cold While equipped: dps ---------- Res.pen +7% all Acc +13 (+3 eff.) Apr +13 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 61.5 - 92.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 mind +20 fire On Hit: * 20% chance to reduce all saves and defense by 37 While equipped: dps ---------- Res.pen +25% lightning Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 41.5 - 62.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 temporal While equipped: ----- def ----- Resists +16% temporal Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 50.5 - 80.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +43 light Against +38% Undead While equipped: Stats +5 Str -5 Con dps ---------- Phys.crit +13.0% Crit.mult +31.00% Phasing +30% Apr +16 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Normal] Power 49.0 - 78.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego] Arcane Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 light +13 cold Against +21% Undead Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Normal] Power 36.0 - 50.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Normal] Power 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 23.0 - 32.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 146 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid Res.pen +21% acid One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Normal] Power 33.5 - 46.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Normal] Power 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 201.65 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 50% Mag, 20% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 70% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Dex, 50% Mag, 20% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Ego] Disrupt/Psionic Power 30.5 - 39.6 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 darkness Against +13% Living While equipped: ----- def ----- Resists +11% acid +10% lightning +10% fire +11% cold +3% all Spell.save +9 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+9 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+3 eff.) ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.30 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 T3 sling 1H weapon Reqs Shoot [Ego] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: dps ---------- Dmg.mod +14% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +11 fire While equipped: dps ---------- Dmg.mod +13% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo [Ego] Arcane/Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +14 Apr +5 Crit +5.5% Capacity 19 Ranged+ +9 cold Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con +2 Wil dps ---------- On shield block: * Deals 212 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +16 Fatigue +8% Resists +17% cold Phys.save +9 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 220 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +8% light +37% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +13 Defense +12 (+3 eff.) Fatigue +8% Resists +25% acid +5% arcane Phys.save +9 (+3 eff.) Mind.save +18 (+6 eff.) Heal.mod +15% Poison- +20% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +12 (+3 eff.) Fatigue +8% Resists +8% acid +9% cold HP.reg +3.50 ---------- misc Stam/turn +1.30 Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 12 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +13% acid +7% physical +23% fire Phys.save +18 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +13 Fatigue +22% Resists +22% fire Mind.save +17 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Master While equipped: ----- def ----- Armour +27 Fatigue +16% Resists +10% acid +9% physical +7% fire +7% lightning +9% cold Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Apr +7 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Melee+ 12 fire Dmg.mod +6% arcane +5% fire ----- def ----- Armour +3 Resists +7% fire 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 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 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 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 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 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 17 light Dmg.mod +5% light ----- def ----- Armour +3 Resists +9% light Phys.save +23 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% temporal +6% physical +15% mind +12% fire Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Blind- +20% Disarm- +45% 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Melee+ 9 acid Dmg.mod +6% acid ----- def ----- Armour +3 Fatigue +5% Resists +13% blight +7% acid +5% darkness +19% arcane Affinity +12% nature Spell.save +13 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +3 Fatigue +5% HP.reg +7.90 ---------- misc Stam/turn +1.70 Psi/turn +0.17 Max.stam +17.00 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +3 Fatigue +5% Resists +7% light +6% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 105.61 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +8% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-5 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness ---------- misc Infravis +4 A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 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 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 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 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 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 219.42 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 398 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By ThyOtherMe the Skeleton Arcane Blade level 35
41st Dusk 123rd year of Ascendancy at 19:44 see stats
By ThyOtherMe the Skeleton Arcane Blade level 33
36th Pyre 123rd year of Ascendancy at 23:54 see stats
By ThyOtherMe the Skeleton Arcane Blade level 24
1st Time of Balance 123rd year of Ascendancy at 02:42 see stats
By ThyOtherMe the Skeleton Arcane Blade level 39
74th Haze 123rd year of Ascendancy at 12:49 see stats
By ThyOtherMe the Skeleton Arcane Blade level 38
68th Dusk 123rd year of Ascendancy at 11:53 see stats
By ThyOtherMe the Skeleton Arcane Blade level 15
74th Dusk 122nd year of Ascendancy at 08:52 see stats
By ThyOtherMe the Skeleton Arcane Blade level 9
46th Dusk 122nd year of Ascendancy at 00:07 see stats
By ThyOtherMe the Skeleton Arcane Blade level 37
52nd Dusk 123rd year of Ascendancy at 02:25 see stats
By ThyOtherMe the Skeleton Arcane Blade level 35
47th Dusk 123rd year of Ascendancy at 21:04 see stats
By ThyOtherMe the Skeleton Arcane Blade level 19
45th Haze 122nd year of Ascendancy at 01:20 see stats
By ThyOtherMe the Skeleton Arcane Blade level 27
15th Pyre 123rd year of Ascendancy at 18:11 see stats
By ThyOtherMe the Skeleton Arcane Blade level 24
1st Time of Balance 123rd year of Ascendancy at 01:58 see stats
By ThyOtherMe the Skeleton Arcane Blade level 25
11st Pyre 123rd year of Ascendancy at 02:14 see stats
By ThyOtherMe the Skeleton Arcane Blade level 33
41st Pyre 123rd year of Ascendancy at 01:17 see stats
By ThyOtherMe the Skeleton Arcane Blade level 10
52nd Dusk 122nd year of Ascendancy at 15:30 see stats
By ThyOtherMe the Skeleton Arcane Blade level 20
45th Haze 122nd year of Ascendancy at 11:09 see stats
By ThyOtherMe the Skeleton Arcane Blade level 30
31st Pyre 123rd year of Ascendancy at 13:32 see stats
By ThyOtherMe the Skeleton Arcane Blade level 20
73rd Haze 122nd year of Ascendancy at 20:38 see stats
By ThyOtherMe the Skeleton Arcane Blade level 28
22nd Pyre 123rd year of Ascendancy at 22:58 see stats
By ThyOtherMe the Skeleton Arcane Blade level 25
9th Pyre 123rd year of Ascendancy at 19:29 see stats
By ThyOtherMe the Skeleton Arcane Blade level 37
52nd Dusk 123rd year of Ascendancy at 05:26 see stats
By ThyOtherMe the Skeleton Arcane Blade level 5
17th Dusk 122nd year of Ascendancy at 04:16 see stats
By ThyOtherMe the Skeleton Arcane Blade level 9
27th Dusk 122nd year of Ascendancy at 21:04 see stats
By ThyOtherMe the Skeleton Arcane Blade level 23
56th Regrowth 123rd year of Ascendancy at 06:44 see stats
By ThyOtherMe the Skeleton Arcane Blade level 16
78th Dusk 122nd year of Ascendancy at 23:09 see stats
By ThyOtherMe the Skeleton Arcane Blade level 28
29th Pyre 123rd year of Ascendancy at 01:59 see stats
By ThyOtherMe the Skeleton Arcane Blade level 31
36th Pyre 123rd year of Ascendancy at 06:42 see stats
Log
Multi-hued drake breathes sand!
ThyOtherMe resists the effect 'Blinded'!
Multi-hued drake breathes fire!
Multi-hued drake is on fire!
Multi-hued drake hatchling is on fire!
Overpowered greater multi-hued wyrm converts some damage to Psi!
Multi-hued drake hits ThyOtherMe for 99 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 161 fire damage.
Multi-hued drake hits Something for 161 fire damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 35 fire damage.
Multi-hued drake hits Multi-hued drake for 113 fire damage.
Overpowered greater multi-hued wyrm's Distortion Bolt hits Overpowered greater multi-hued wyrm for 98 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 233 cold damage.
Multi-hued drake hits ThyOtherMe for 173 cold damage.
Overpowered greater multi-hued wyrm hits The One That Hunts for 0 lightning damage.
Overpowered greater multi-hued wyrm hits ThyOtherMe for 299 lightning damage.
Multi-hued drake hits Something for 165 physical damage.
Multi-hued drake hits Something for 202 physical damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 115 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 202 physical damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 99 physical damage.
Multi-hued drake hits The One That Hunts for 0 physical damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 6 to psi, 53 physical (60 total damage).
Multi-hued drake hits Multi-hued drake hatchling for (81 to ice), 121 physical (121 total damage).
Multi-hued drake hits Multi-hued drake for (48 to ice), 72 physical (72 total damage).
Multi-hued drake hits ThyOtherMe for 139 physical damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 125 physical damage.
Multi-hued drake hits Multi-hued drake for 165 physical damage.
ThyOtherMe the level 39 skeleton arcane blade was slowly cooked to death by a multi-hued drake on level 2 of Vor Armoury.
The furious lightning storm around ThyOtherMe calms down and disappears.