









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! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Doombringer |
Level / Exp | 50 / 474% |
Size | big |
Lifes / Deaths | Killed by DAIBA at level 50 on the 59th Pyre 125th year of Ascendancy at 18:19 / 1 |
Primary Stats
Strength | 152 (base 64) |
Dexterity | 68 (base 60) |
Constitution | 48 (base 18) |
Magic | 93 (base 64) |
Willpower | 31 (base 9) |
Cunning | 57 (base 28) |
Resources
Mana | 188/379 |
Equilibrium | 43140 |
Vim | 62/296 |
Life | -133/1271 |
Stamina | 270/270 |
Healing Factor | 1.4178383355187 |
Regeneration | 8.8614895969919 |
Speed
Mental | -40% |
Attack | -30% |
Movement | 0% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 10 |
Offense: Mainhand
Damage | 231 |
Accuracy | 73 |
Crit Chance | 57% |
APR | 19 |
Speed | 1.67 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 24% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 5 |
Crit Chance | 22% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +18% |
Temporal | +12% |
Cold | +11% |
Physical | +27% |
Fire | +12% |
All | +2% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 60.723073231957 (50%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 54 |
Mental Save | 36 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 53%( 70%) |
Physical | + 12%( 70%) |
Cold | + 57%( 70%) |
All | + 30%( 70%) |
Lightning | + 70%( 70%) |
Light | + 43%( 70%) |
Temporal | + 55%( 80%) |
Mind | + 38%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 59%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Knockback Resistance | 100% |
Confusion Resistance | 40% |
Stun Resistance | 85% |
Pinning Resistance | 0% |
Poison Resistance | 20% |
Blind Resistance | 70% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (143% 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. |
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 232 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 361 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1093% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -724 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1447 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Eternal Suffering |
talent | Abyssal Shield |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Precise Strikes |
talent | Premonition |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | Reduces lightning damage received by 20%. Premonition Shield |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 44. Intimidated |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | The target is suffering from distracting wounds, and has a 24% chance to fail to use a talent and injure itself for 256 physical damage. Fumble |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is on fire, taking 25.76 fire damage per turn. Burning |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 64%. Scoundrel's Strategies |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
detrimental effect | Huge cut that bleeds, doing 229.54 physical damage per turn. Bleeding |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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: 1210. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 169.72 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 169.72 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.6 Pwr.cost 45 out of 1/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 264.99 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +18% blight +12% lightning +6% mind +12% light Heal.mod +15% Blind- +20% Poison- +20% Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex +2 Wil +8 Cun dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) S.pwr/crit +8 Acc +10 (+3 eff.) ----- def ----- Resists +20% acid +26% fire +19% cold +26% lightning HP.reg +6.00 Stun/Frz- +35% ---------- misc Mana/s.crit +1.00 Max.vim +50.00 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? |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% Melee+ 17 physical Ranged+ 14 physical Dmg.mod +16% acid +16% lightning On Hit (Melee): * 15% chance to reduce all saves and defense by 5 On Hit (Ranged): * 13% chance to reduce all saves and defense by 5 ----- def ----- Resists +32% acid +32% lightning Stun/Frz- +30% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% fire +15% temporal +13% cold Crit.chn- 15.00% Mind.save +9 (+4 eff.) Stun/Frz- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce damage dealt by 5% ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +1% physical +6% light +15% darkness +7% cold +6% mind +12% nature 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. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+8 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+8 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.1 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 15 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 and physical effect and reduce all damage taken by 49% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 19 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 4 temporal, 5 cold, 3 arcane, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 21 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 565 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Inflicts 306.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 373 damage for 4 turns. 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 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+7 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 351.23 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +26% cold +24% fire ---------- misc Mana/turn +0.51 Max.mana +33.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) Max.HP +41.00 HP.reg +3.00 ---------- misc Masteries +0.36 Corruption/Shadowflame +0.36 Corruption/Brutality Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 11 light 11 darkness Dmg.mod +10% light +9% darkness On Melee Ret: * 10% chance to blind * 11% chance to reduce damage dealt by 5% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +13 (+13 eff.) Dmg.mod +7% all ----- def ----- Max.HP +88.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +14 (+5 eff.) ---------- misc Max.stam +33.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +14 (+4 eff.) Apr +12 ----- def ----- Defense +13 (+4 eff.) Spell.save +19 (+6 eff.) ---------- misc Max.stam +28.00 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 T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Resists +18% acid +19% fire +22% cold +18% lightning Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) 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! |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 256.72 fire damage, and flames will be left dealing a further 60.08 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +20% physical Acc +30 (+7 eff.) Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Death 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 110 damage Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +8 Str +10 Dex +7 Mag +11 Wil +7 Cun +9 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +8 Mag +9 Wil +10 Cun +9 Con dps ---------- Res.pen +10% all Acc +19 (+5 eff.) Apr +8 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Arcane Power 56.0 - 72.8 Lightning Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +12.0% Atk.spd 100% On Crit.r2 +48 dazing lightning While equipped: Stats +8 Dex +8 Mag +8 Cun dps ---------- Dmg.mod +16% lightning ----- def ----- Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Sapphire: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Disrupt/Master Power 68.5 - 102.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Deals 15 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +9% all Acc +26 (+7 eff.) Apr +17 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Str, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 68 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +17 acid +38 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +21% acid +23% nature Apr +13 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Psionic Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +18% physical +15% all Acc +24 (+6 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +59 lightning +41 cold While equipped: dps ---------- Mov.spd +52% Res.pen +20% lightning +32% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +42 fire While equipped: Stats +11 Wil +10 Con dps ---------- All.spd +7% Res.pen +14% fire ----- def ----- Max.HP +52.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 30 While equipped: ----- def ----- Disease- +23% Sharp, long, and deadly. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +27 lightning +22 cold While equipped: dps ---------- Phys.crit +13.0% Mov.spd +47% Res.pen +20% lightning +15% cold Acc +13 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +20% Crit.mult +14.00% Spell.pwr +27 (+7 eff.) Dmg.mod +30% darkness ---------- misc Max.mana +85.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +18 (+5 eff.) Dmg.mod +25% cold Phasing +19% ----- def ----- Armour +8 Defense +26 (+7 eff.) Shield.pwr +12% ---------- misc Wards +3 cold Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +20 (+5 eff.) Melee+ 32 fire Dmg.mod +30% light ----- def ----- Resists +15% light ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +11 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +115 Melee+ +15 light Against +22% Undead Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str dps ---------- Melee Ret 12 fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +14% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +38 fire While equipped: dps ---------- Phys.crit +7.0% Crit.mult +13.00% All.spd +5% Res.pen +18% fire Apr +12 One-handed war axes. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+6 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical Res.pen +8% physical ----- def ----- Resists +7% acid +7% fire +7% cold +7% lightning A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +7% acid +8% fire +8% cold +8% lightning Phys.save +25 (+7 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +7 Mag ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.51 Max.mana +39.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical Apr +3 On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +18% lightning +5% physical +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) ---------- misc Max.mana +65.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists -10% cold +50% fire +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) S.pwr/crit +3 Dmg.mod +5% physical +8% temporal Res.pen +7% physical +7% temporal ----- def ----- Resists +7% all Anom.red +9 Silence- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +8 Str +7 Mag +6 Wil dps ---------- Dmg.mod +27% lightning +16% physical +22% cold ----- def ----- Resists +10% lightning +11% cold +12% blight +15% all Max.HP +48.00 HP.reg +4.00 Heal.mod +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 75 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Con dps ---------- Dmg.mod +27% physical Res.pen +17% darkness +17% temporal ----- def ----- Armour +13 Resists +13% acid +21% temporal +25% darkness +12% fire +11% cold +12% lightning Def/telep +19 Res/telep +20% Dur/telep +26% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +8 Mag +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +8% blight ----- def ----- Armour +5 Disease- +37% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +11 (+11 eff.) ----- def ----- Armour +5 Fatigue +4% Phys.save +14 (+5 eff.) Mind.save +18 (+7 eff.) 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 [Ego++] Master While equipped: Stats +4 Str +3 Cun +9 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +13 (+4 eff.) Mind.save +18 (+7 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 2% Darkfire: Level 6.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 126.85 fire damage and 115.52 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +7 Dex +4 Mag +4 Wil +6 Cun dps ---------- Melee+ 7 acid 5 fire 4 lightning 10 cold Acc +7 (+2 eff.) Apr +11 ----- def ----- Armour +3 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Mag +7 Wil +5 Con dps ---------- Melee+ 7 acid 7 fire 7 lightning 7 cold ----- def ----- Armour +3 Fatigue +5% Disarm- +43% ---------- misc Masteries +0.20 Technique/Grappling 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. |
![]() 1.0 T4 hands armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Cun ----- def ----- Armour +3 Phys.save +10 (+3 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.90 Psi/turn +0.13 Cooldown Double Strike -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 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +3 Resists +15% blight +10% darkness +16% arcane Affinity +9% nature Phys.save +11 (+4 eff.) Spell.save +23 (+7 eff.) ---------- misc Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic 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 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +4.40 ---------- misc Stam/turn +0.90 Psi/turn +0.25 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++] Master While equipped: Stats +2 Str +4 Wil +3 Con ----- def ----- Armour +7 Mind.save +10 (+5 eff.) Max.HP +58.00 Disarm- +22% ---------- 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. |
![]() 1.0 T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex dps ---------- Acc +18 (+5 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +3 Spell.save +16 (+6 eff.) 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 +4 Dex dps ---------- Spell.crit +7% Spell.pwr +13 (+4 eff.) Acc +19 (+5 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.25 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. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +5 Wil +7 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +9% HP.reg +4.80 A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +4% Resists +13% nature +16% blight Phys.save +12 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +6 Wil +5 Cun ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% darkness +8% physical Mind.save +16 (+7 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +6% cold Max.HP +70.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +11 Str +5 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +17% darkness +10% physical Max.HP +56.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +24 Defense +17 (+5 eff.) Fatigue +12% Resists +8% acid +9% physical +8% fire +8% cold +7% lightning Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Fatigue +12% Resists +24% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +34% blight +22% darkness +18% nature D.Red.from +11% Unnatural ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +5 Wil ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +18% blight +10% cold +30% darkness +9% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +12% nature +17% blight D.Red.from +13% Unnatural HP.reg +8.00 ---------- misc Stam/turn +2.20 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +5 Str +7 Dex +7 Mag +9 Wil +6 Cun dps ---------- Phys.crit +6.0% Spell.crit +9% Mind.crit +9% Phys.pwr +17 (+5 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +19 (+17 eff.) ----- def ----- Armour +10 Defense +23 (+6 eff.) Fatigue +8% Resists +16% lightning A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Dex ----- def ----- Armour +8 Defense +27 (+7 eff.) Fatigue +8% Phys.save +13 (+4 eff.) Max.HP +24.00 HP.reg +5.00 Heal.mod +16% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +9 Str +9 Dex dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +24 (+6 eff.) Fatigue +8% Phys.save +16 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Apr +11 ----- def ----- Armour +7 Defense +23 (+6 eff.) Fatigue +8% ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 204 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +11 Str +3 Dex dps ---------- Melee Ret 6 acid ----- def ----- Armour +16 Fatigue +22% Resists +19% lightning +22% cold +15% darkness +15% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Arcane/Nature While equipped: Stats +9 Con ----- def ----- Armour +13 Fatigue +34% Resists +10% acid +12% physical -14% light +9% cold +16% fire +12% lightning +7% darkness Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +29% Stun/Frz- +23% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +25 Fatigue +22% Resists +5% acid +8% physical +7% fire +18% blight +9% cold +18% nature +10% lightning D.Red.from +9% Unnatural A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +54.00 HP.reg +10.30 Heal.mod +16% ---------- misc Stam/turn +1.90 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +9 Str dps ---------- Melee+ 15 acid 18 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Fatigue +22% Resists +19% acid +14% fire +15% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% fire +10% lightning ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 11 fire ----- def ----- Armour +10 Fatigue +8% Resists +16% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil ----- def ----- Armour +10 Fatigue +8% Resists +15% physical Shield.near.proj +73 Proj.slow +30% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil ----- def ----- Armour +10 Fatigue +8% Resists +13% temporal +19% physical Shield.near.proj +79 Proj.slow +27% ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (400) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo [Ego+] Psionic Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Ranged+ +38 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 15 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane/Psionic Power 51.0 - 71.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Ranged+ +11 light +44 physical Against +20% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 15 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Ego] Master While equipped: Stats +6 Str ----- def ----- Fatigue -8% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 36.41 cold damage and 41.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 2 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 544.32 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 143% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 583.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +23 cold On Hit: 20% Curse of Defenselessness 5 Shots are used with slings to pummel your foes to death. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 16 spaces and dealing 737 physical damage Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 6 darkness ----- def ----- Resists +9% acid +12% fire +15% nature +6% lightning Spell.save +6 (+2 eff.) Sting an enemy dealing 492 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 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+8 eff.) On Melee Ret: * 18% chance to slow global speed by 23% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Res.pen +10% acid Apr +2 ----- def ----- Armour +12 Defense +5 (+2 eff.) Resists +3% acid ---------- misc Max.stam +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 132 lightning damage and will be dazed for 1 turn (660 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical Apr +6 On Hit (Melee): * 20% chance to slow global speed by 23% ----- def ----- Armour +8 ---------- misc Stam/turn +1.00 Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 82. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DAIBA the Shalore Doombringer level 37
80th Regrowth 124th year of Ascendancy at 14:25 see stats
By DAIBA the Shalore Doombringer level 50
17th Pyre 125th year of Ascendancy at 00:58 see stats
By DAIBA the Shalore Doombringer level 37
78th Regrowth 124th year of Ascendancy at 17:28 see stats
By DAIBA the Shalore Doombringer level 32
16th Haze 123rd year of Ascendancy at 00:46 see stats
By DAIBA the Shalore Doombringer level 43
36th Dusk 124th year of Ascendancy at 22:36 see stats
By DAIBA the Shalore Doombringer level 40
23rd Dusk 124th year of Ascendancy at 10:43 see stats
By DAIBA the Shalore Doombringer level 46
51st Haze 124th year of Ascendancy at 22:51 see stats
By DAIBA the Shalore Doombringer level 40
33rd Pyre 124th year of Ascendancy at 09:27 see stats
By DAIBA the Shalore Doombringer level 27
47th Pyre 123rd year of Ascendancy at 01:37 see stats
By DAIBA the Shalore Doombringer level 29
18th Dusk 123rd year of Ascendancy at 21:12 see stats
By DAIBA the Shalore Doombringer level 49
5th Pyre 125th year of Ascendancy at 11:17 see stats
By DAIBA the Shalore Doombringer level 11
53rd Dusk 122nd year of Ascendancy at 07:30 see stats
By DAIBA the Shalore Doombringer level 50
47th Pyre 125th year of Ascendancy at 12:46 see stats
By DAIBA the Shalore Doombringer level 46
8th Allure 125th year of Ascendancy at 04:32 see stats
By DAIBA the Shalore Doombringer level 39
19th Pyre 124th year of Ascendancy at 15:17 see stats
By DAIBA the Shalore Doombringer level 44
39th Dusk 124th year of Ascendancy at 20:37 see stats
By DAIBA the Shalore Doombringer level 27
77th Pyre 123rd year of Ascendancy at 15:30 see stats
By DAIBA the Shalore Doombringer level 36
76th Regrowth 124th year of Ascendancy at 01:46 see stats
By DAIBA the Shalore Doombringer level 20
53rd Regrowth 123rd year of Ascendancy at 15:15 see stats
By DAIBA the Shalore Doombringer level 31
53rd Dusk 123rd year of Ascendancy at 13:13 see stats
By DAIBA the Shalore Doombringer level 26
29th Pyre 123rd year of Ascendancy at 21:15 see stats
By DAIBA the Shalore Doombringer level 46
8th Allure 125th year of Ascendancy at 07:27 see stats
By DAIBA the Shalore Doombringer level 6
78th Pyre 122nd year of Ascendancy at 00:50 see stats
By DAIBA the Shalore Doombringer level 31
75th Dusk 123rd year of Ascendancy at 11:32 see stats
By DAIBA the Shalore Doombringer level 42
24th Dusk 124th year of Ascendancy at 18:09 see stats
By DAIBA the Shalore Doombringer level 50
58th Pyre 125th year of Ascendancy at 08:38 see stats
By DAIBA the Shalore Doombringer level 30
23rd Dusk 123rd year of Ascendancy at 17:43 see stats
By DAIBA the Shalore Doombringer level 10
41st Dusk 122nd year of Ascendancy at 15:12 see stats
By DAIBA the Shalore Doombringer level 20
53rd Regrowth 123rd year of Ascendancy at 00:08 see stats
By DAIBA the Shalore Doombringer level 30
19th Dusk 123rd year of Ascendancy at 10:36 see stats
By DAIBA the Shalore Doombringer level 40
20th Pyre 124th year of Ascendancy at 21:05 see stats
By DAIBA the Shalore Doombringer level 50
12nd Pyre 125th year of Ascendancy at 13:00 see stats
By DAIBA the Shalore Doombringer level 25
22nd Pyre 123rd year of Ascendancy at 15:39 see stats
By DAIBA the Shalore Doombringer level 49
67th Regrowth 125th year of Ascendancy at 20:33 see stats
By DAIBA the Shalore Doombringer level 50
48th Pyre 125th year of Ascendancy at 20:57 see stats
By DAIBA the Shalore Doombringer level 32
77th Dusk 123rd year of Ascendancy at 10:09 see stats
By DAIBA the Shalore Doombringer level 31
51st Dusk 123rd year of Ascendancy at 17:44 see stats
By DAIBA the Shalore Doombringer level 19
50th Regrowth 123rd year of Ascendancy at 13:43 see stats
By DAIBA the Shalore Doombringer level 39
20th Pyre 124th year of Ascendancy at 00:17 see stats
By DAIBA the Shalore Doombringer level 37
77th Regrowth 124th year of Ascendancy at 21:22 see stats
By DAIBA the Shalore Doombringer level 6
19th Dusk 122nd year of Ascendancy at 18:57 see stats
By DAIBA the Shalore Doombringer level 19
50th Regrowth 123rd year of Ascendancy at 13:48 see stats
By DAIBA the Shalore Doombringer level 32
14th Haze 123rd year of Ascendancy at 23:59 see stats
By DAIBA the Shalore Doombringer level 34
42nd Regrowth 124th year of Ascendancy at 17:42 see stats
By DAIBA the Shalore Doombringer level 13
46th Haze 122nd year of Ascendancy at 08:48 see stats
By DAIBA the Shalore Doombringer level 44
57th Dusk 124th year of Ascendancy at 17:48 see stats
By DAIBA the Shalore Doombringer level 27
47th Pyre 123rd year of Ascendancy at 05:18 see stats
By DAIBA the Shalore Doombringer level 28
78th Pyre 123rd year of Ascendancy at 19:55 see stats
By DAIBA the Shalore Doombringer level 18
39th Regrowth 123rd year of Ascendancy at 15:14 see stats
By DAIBA the Shalore Doombringer level 37
76th Regrowth 124th year of Ascendancy at 11:12 see stats
By DAIBA the Shalore Doombringer level 43
36th Dusk 124th year of Ascendancy at 23:34 see stats
Log
Elite Combat Trainer Eilinukira has recovered!
Melee retaliation hits Elite Combat Trainer Eilinukira for 16 fire, 9 blight (25 total damage).
Burning from DAIBA hits Elite Combat Trainer Eilinukira for 38 fire damage.
DAIBA receives 3 healing from Devouring flames from DAIBA.
Elite Combat Trainer Eilinukira's Beyond the Flesh hits DAIBA for (27 abyssal shield), 116 physical, (13 abyssal shield), 13 physical (129 total damage).
DAIBA is no longer pinned.
DAIBA calms down.
DAIBA speeds up.
Talent Reckless Strike is ready to use.
Talent Incinerating Blows is ready to use.
Lava floor burns Elite Combat Trainer Eilinukira!
Elite Combat Trainer Eilinukira uses Telekinetic Smash.
Elite Combat Trainer Eilinukira misses DAIBA.
Elite Combat Trainer Eilinukira redirects the effect 'Burning'!
The shattering blow creates a shockwave!
DAIBA's Fiery Aegis is disrupted by her wounds!
DAIBA resists the terror!
DAIBA is pinned to the ground.
DAIBA hits Elite Combat Trainer Eilinukira for 91 fire, 6 fire (97 total damage).
Melee retaliation hits Elite Combat Trainer Eilinukira for 19 fire, 10 blight, 19 fire, 10 blight (58 total damage).
Share the Pain hits Elite Combat Trainer Eilinukira for (32 parried), (14 to psi shield), 21 physical, (5 to psi shield), 8 physical, 7 cold (35 total damage).
Burning from DAIBA hits DAIBA for (7 abyssal shield), 7 fire (7 total damage).
Bleeding from Elite Combat Trainer Eilinukira hits DAIBA for (21 abyssal shield), 179 physical (179 total damage).
Elite Combat Trainer Eilinukira hits DAIBA for (20 abyssal shield), 66 physical, (11 abyssal shield), 11 physical, (20 abyssal shield), 162 physical, (11 abyssal shield), 11 physical (250 total damage).
DAIBA deactivates Fearscape.
DAIBA's weapon surges with fire!
DAIBA's is no longer blazing.
Elite Combat Trainer Eilinukira suffers!
DAIBA's spell attains critical power!
Elite Combat Trainer Eilinukira shrugs off DAIBA's 'Burning Shock'!