












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 1601% |
Size | small |
Lifes / Deaths | Killed by Floarrc at level 14 on the 34th Haze 122nd year of Ascendancy at 07:16 6 / 1 |
Primary Stats
Strength | 69 (base 35) |
Dexterity | 100 (base 60) |
Constitution | 83 (base 56) |
Magic | 58 (base 21) |
Willpower | 60 (base 31) |
Cunning | 66 (base 33) |
Resources
Life | 1371/1371 |
Stamina | 291/337 |
Healing Factor | 1.4335640288595 |
Regeneration | 18.454536369281 |
Speed
Mental | -9.00390872971E-12% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +94.547449789832% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 59.781043553125 |
See Invisible | 59.781043553125 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 185 |
Accuracy | 77 |
Crit Chance | 58% |
APR | 40 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 52 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +50% |
Arcane | +87% |
Cold | +75% |
All | +25% |
Lightning | +75% |
Light | +39% |
Physical | +60% |
Fire | +110% |
Darkness | +58% |
Offense: Damage Penetration
Lightning | +35% |
Light | +45% |
Physical | +25% |
Cold | +35% |
Arcane | +44% |
Fire | +50% |
All | +10% |
Defense: Base
Armour (hardiness) | 61.548331109012 (87.318922972391%) |
Defense | 71 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 48 |
Mental Save | 39 |
Defense: Resistances
Acid | + 60%( 72%) |
Blight | + 43%( 72%) |
Arcane | + 46%( 72%) |
Cold | + 56%( 72%) |
All | + 33%( 72%) |
Darkness | + 43%( 72%) |
Light | + 53%( 72%) |
Temporal | + 63%( 72%) |
Physical | + 46%( 72%) |
Lightning | + 60%( 72%) |
Fire | + 72%( 72%) |
Nature | + 43%( 72%) |
Defense: Immunities
Knockback Resistance | 30% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 648 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 4 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% 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 Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Tireless Combatant | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Called Shots | 1.48 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.60 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Apply Poison |
talent | Crippling Poison |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 27. Intimidated |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
beneficial effect | The target stands strong, increasing all resistances by 7.9% and resistance caps by 1.8%. Eternal Warrior |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1595. | 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. 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 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 sided with Ukllmswwik and killed Slasul. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Maj'Eyal 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 | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Mov.spd +25% Dmg.mod +3% arcane +9% light Res.pen +25% light Apr +10 Melee Ret 2 light ----- def ----- Armour +5 Fatigue -7% Resists +5% arcane +3% light Phys.save +15 (+5 eff.) ---------- misc Max.enc +45 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 72.0 - 86.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +25 Apr +8 Crit +23.0% Capacity 21 Proj.spd +100% Ranged+ +33 lightning +16 arcane On Crit.r2 +15 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 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 (+4 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 50 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 52.23 cold damage and 47.75 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. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.0 Pwr.cost 16 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% fire +24% arcane +33% darkness On Hit (Melee): * 22% chance to reduce damage dealt by 20% ----- def ----- Resists +5% arcane +33% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 196 lightning damage and will be dazed for 1 turn (980 total damage) Puts all charms on 10 cooldown 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Masteries +0.18 Cunning/Called Shots Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 7.2 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- 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 (+5 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. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Dex +4 Con dps ---------- Spell.crit +5% Crit.mult +11.00% Spell.pwr +7 (+3 eff.) Dmg.mod +10% arcane Res.pen +9% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 Max.mana +85.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 6.1 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 312.12 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd 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 5 turns. While Heroism is active, you will only die when reaching -542 life. The duration and life will increase by 1% for every 1% life you have lost (currently 542 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 618% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 627% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 increase movement speed by 702% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 932% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 487.50 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 darkness, 4 fire, 4 cold, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 46% faster, and you are invisible (power 34). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 134 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 396 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +3 Mag +2 Wil dps ---------- Crit.mult +11.00% Acc +6 (+1 eff.) Apr +14 ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +3% all Phys.save +21 (+7 eff.) Spell.save +16 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 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. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +11 Lck +3 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +9% lightning +15% arcane Res.pen +10% lightning +10% temporal +5% arcane Acc +11 (+2 eff.) Melee Ret 2 arcane ----- def ----- Defense +12 (+3 eff.) Resists +22% lightning +5% arcane Mind.save +8 (+3 eff.) Unseen.red 15% Confus- +16% Stun/Frz- +29% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +1 Con ----- def ----- Resists +3% blight +6% lightning Crit.chn- 5.00% ---------- misc See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Melee+ 9 light 11 darkness Dmg.mod +6% temporal +7% physical +21% darkness +16% light On Melee Ret: * 10% chance to reduce damage dealt by 20% * 10% chance to blind Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun dps ---------- Res.pen +27% nature Melee Ret 11 nature On Hit (Melee): * 22 arcane resource burn ----- def ----- Resists +21% acid +24% fire +21% lightning Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Dex ----- def ----- Resists +25% lightning Stun/Frz- +44% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +7% light +6% temporal +6% darkness +5% physical Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +4 Mag +5 Cun +7 Con dps ---------- S.pwr/crit +5 Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +5.00 ---------- misc Stam/turn +0.70 Mana/turn +0.40 Max.mana +47.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% ----- def ----- Armour +2 Mind.save +8 (+3 eff.) Confus- +23% ---------- misc Stam/turn +2.00 Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +4.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +3% cold Res.pen +25% fire Acc +22 (+4 eff.) Apr +12 Melee Ret 4 cold ----- def ----- Defense +20 (+5 eff.) Resists +3% fire +12% cold Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Max.HP +28.00 Disarm- +37% Pinning- +37% Knockbk- +30% Disengage: Puts all charms on 7 cooldown Level 5.6 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+4 eff.) ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +9 (+3 eff.) ----- def ----- Phys.save +12 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +30% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +22% acid +26% cold +26% fire +5% arcane +22% lightning Crit.chn- 5.00% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Max.HP +51.00 HP.reg +12.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+4 eff.) HP.reg +4.00 Stun/Frz- +36% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +80.00 HP.reg +9.00 Heal.mod +14% Poison- +18% Disease- +18% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +12% darkness +12% temporal ----- def ----- Resists +6% acid +12% temporal ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Max.psi +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+15 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 T5 ring jewelry [Rare] Master While equipped: Stats +8 Dex +4 Cun +4 Con dps ---------- Mind.crit +8% Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- HP.reg +9.00 Stun/Frz- +50% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +9 (+3 eff.) Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +13 (+4 eff.) Disengage: Puts all charms on 7 cooldown Level 5.6 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 207% 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 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +38% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +44.00 Disarm- +34% Pinning- +40% Knockbk- +36% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Dex dps ---------- Acc +20 (+4 eff.) ----- def ----- Max.HP +70.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +20 (+7 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +7% all Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +87.00 HP.reg +18.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +17% fire ----- def ----- Defense +8 (+2 eff.) Resists +34% fire Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +12% nature +10% blight Max.HP +59.00 HP.reg +12.00 Heal.mod +18% Poison- +23% Disease- +21% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +63.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +27 (+9 eff.) Dmg.mod +30% light +24% temporal On Hit (Melee): * 23% chance to slow global speed by 51% ----- def ----- Defense +34 (+9 eff.) Phys.save +15 (+5 eff.) Max.HP +80.00 Heal.mod +20% Poison- +23% ---------- misc Vim/s.crit +6.00 Max.vim +32.00 Talents +1 Command Staff 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 +33.00% Spell.pwr +21 (+7 eff.) Melee+ 26 fire Dmg.mod +30% lightning ---------- misc See.Invis +17 Talents +1 Command Staff 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 +33.00% Spell.pwr +22 (+8 eff.) Melee+ 29 fire Dmg.mod +30% temporal ----- def ----- Armour +7 Defense +5 (+2 eff.) ---------- misc See.Invis +18 Wards +2 temporal Talents +4 Ward +1 Command Staff 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: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +23 (+8 eff.) S.pwr/crit +11 Dmg.mod +30% lightning ---------- misc Max.mana +102.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +17 Con +16 Wil ----- def ----- Max.HP +105.00 Massive two-handed battleaxes. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +30% lightning Res.pen +20% lightning Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +16 (+6 eff.) Res.pen +21% physical ----- def ----- Disarm- +34% Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Psionic Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 26 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +27% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +25 (+5 eff.) Apr +14 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 89 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +30% lightning One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Psionic Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 15 acid Dmg.mod +20% acid Res.pen +16% acid ----- def ----- Resists +20% acid +14% fire +6% cold +16% lightning HP.reg +4.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 11 mind 15 darkness Dmg.mod +9% mind +8% darkness ----- def ----- Max.HP +30.00 HP.reg +1.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +14% lightning +11% cold +14% physical ----- def ----- Defense +21 (+6 eff.) Resists +10% all Pinning- +29% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +9% all Spell.save +8 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Crit +2.0% Atk.spd 100% Range +10 Ranged+ +24 lightning On Crit.r2 +41 acid +45 nature While equipped: Stats +16 Str +15 Dex +13 Mag +13 Wil +11 Cun +13 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +17% lightning +6% nature Res.pen +24% acid +39% nature Apr +13 ----- def ----- Defense +10 (+3 eff.) Die.at -80.00 life ---------- misc Reload +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +34 lightning +27 cold While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Mov.spd +41% Dmg.mod +12% arcane Res.pen +21% lightning +14% cold Acc +13 (+3 eff.) ----- def ----- Resists +12% blight +3% darkness +3% mind Poison- +10% Stun/Frz- +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid On Crit.r2 +12 arcane +12 mind While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +22% acid Res.pen +25% physical +15% mind +15% arcane Acc +15 (+3 eff.) On Hit (Ranged): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% arcane Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +37 lightning +45 cold On Hit: 10% Shoot 1 While equipped: dps ---------- Mov.spd +42% Res.pen +20% lightning +19% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 67.0 - 80.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 25 Ranged+ +30 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Crit.r2 +37 light +38 fire While equipped: Stats +13 Str +6 Dex +2 Wil +3 Cun dps ---------- Dmg.mod +24% lightning Acc +20 (+4 eff.) On shield block: * Deals 133 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +15% fire +29% light +19% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +11% darkness +12% mind +11% all Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +26 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +7 Mag +8 Wil dps ---------- Dmg.mod +29% lightning +21% physical +26% cold ----- def ----- Resists +34% lightning +13% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun +7 Lck dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid +6% arcane Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Mind.save +14 (+5 eff.) Stealth +9 Max.HP +74.00 ---------- misc T.Disarm +6 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +5 Cun +10 Lck dps ---------- Phys.pwr +20 (+7 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +6% lightning +12% nature Apr +2 ----- def ----- Resists +15% blight Phys.save +21 (+7 eff.) Stealth +13 ---------- misc T.Disarm +30 Infravis +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +15% darkness +14% temporal ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +22% temporal +28% darkness +12% cold Def/telep +25 Res/telep +17% Dur/telep +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Resists +12% temporal Phys.save +20 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Blind- +20% Cut- +20% Silence- +20% Disarm- +30% Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 19 cooldown Level 7.2 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 42% and provides a 25% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +27% mind Res.pen +28% lightning ----- def ----- Defense +3 (+1 eff.) Resists +24% cold Mind.save +20 (+7 eff.) ---------- misc Equi/ret +2.70 Psi/ret +3.00 Hate/ret +2.80 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +10% Mind.pwr +9 (+3 eff.) Dmg.mod +12% darkness +19% physical ----- def ----- Defense +3 (+1 eff.) Resists +17% darkness +13% physical Mind.save +29 (+10 eff.) ---------- misc Max.hate +14.00 Hateful Whisper: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 164 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +7 Cun +6 Con dps ---------- Dmg.mod +9% lightning +16% arcane +9% nature Res.pen +20% lightning Melee Ret 2 lightning 4 nature On Melee Ret: * 33% chance to reduce strength, dexterity, and constitution by 26 * 28% chance to reduce damage dealt by 20% ----- def ----- Defense +3 (+1 eff.) Shield.pwr +8% Mind.save +12 (+4 eff.) HP.reg +4.50 Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 6.5 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con 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 Mag +5 Con 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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.(117 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 25 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +7% Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Resists +8% blight +7% darkness Mind.save +6 (+2 eff.) ---------- misc Light +4 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 47 blight damage or heals 56 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 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: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 125 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 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 16 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 962 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Dmg.mod +18% lightning ----- def ----- Resists +15% fire Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Wards +5 arcane +6 temporal +6 darkness +6 mind Talents +1 Ward Create a shield absorbing up to 488 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +5 lightning +5 nature +5 mind +3 arcane Talents +1 Ward Fire a magical bolt dealing 691 lightning damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +5 lightning +5 temporal +4 darkness +5 mind Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 164 lightning damage and will be dazed for 1 turn (822 total damage) Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Floarrc the Halfling Skirmisher level 31
31st Pyre 123rd year of Ascendancy at 16:28 see stats
By Floarrc the Halfling Skirmisher level 34
62nd Pyre 123rd year of Ascendancy at 01:24 see stats
By Floarrc the Halfling Skirmisher level 47
61st Haze 123rd year of Ascendancy at 02:38 see stats
By Floarrc the Halfling Skirmisher level 40
10th Flare 123rd year of Ascendancy at 10:20 see stats
By Floarrc the Halfling Skirmisher level 32
34th Pyre 123rd year of Ascendancy at 17:46 see stats
By Floarrc the Halfling Skirmisher level 37
5th Mirth 123rd year of Ascendancy at 07:40 see stats
By Floarrc the Halfling Skirmisher level 42
29th Dusk 123rd year of Ascendancy at 05:47 see stats
By Floarrc the Halfling Skirmisher level 48
75th Haze 123rd year of Ascendancy at 21:53 see stats
By Floarrc the Halfling Skirmisher level 36
1st Mirth 123rd year of Ascendancy at 17:41 see stats
By Floarrc the Halfling Skirmisher level 13
33rd Haze 122nd year of Ascendancy at 23:20 see stats
By Floarrc the Halfling Skirmisher level 49
9th Decay 123rd year of Ascendancy at 10:16 see stats
By Floarrc the Halfling Skirmisher level 13
3rd Haze 122nd year of Ascendancy at 02:56 see stats
By Floarrc the Halfling Skirmisher level 50
35th Regrowth 124th year of Ascendancy at 03:33 see stats
By Floarrc the Halfling Skirmisher level 38
4th Flare 123rd year of Ascendancy at 14:48 see stats
By Floarrc the Halfling Skirmisher level 35
67th Pyre 123rd year of Ascendancy at 04:05 see stats
By Floarrc the Halfling Skirmisher level 42
29th Dusk 123rd year of Ascendancy at 01:27 see stats
By Floarrc the Halfling Skirmisher level 40
3rd Dusk 123rd year of Ascendancy at 12:34 see stats
By Floarrc the Halfling Skirmisher level 40
10th Flare 123rd year of Ascendancy at 10:50 see stats
By Floarrc the Halfling Skirmisher level 18
78th Haze 122nd year of Ascendancy at 09:43 see stats
By Floarrc the Halfling Skirmisher level 34
51st Pyre 123rd year of Ascendancy at 03:23 see stats
By Floarrc the Halfling Skirmisher level 24
30th Regrowth 123rd year of Ascendancy at 05:49 see stats
By Floarrc the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 18:00 see stats
By Floarrc the Halfling Skirmisher level 14
34th Haze 122nd year of Ascendancy at 07:16 see stats
By Floarrc the Halfling Skirmisher level 35
65th Pyre 123rd year of Ascendancy at 09:24 see stats
By Floarrc the Halfling Skirmisher level 19
1st Decay 122nd year of Ascendancy at 06:30 see stats
By Floarrc the Halfling Skirmisher level 43
29th Dusk 123rd year of Ascendancy at 12:14 see stats
By Floarrc the Halfling Skirmisher level 33
36th Pyre 123rd year of Ascendancy at 15:50 see stats
By Floarrc the Halfling Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 07:26 see stats
By Floarrc the Halfling Skirmisher level 20
1st Allure 123rd year of Ascendancy at 07:10 see stats
By Floarrc the Halfling Skirmisher level 30
27th Pyre 123rd year of Ascendancy at 14:41 see stats
By Floarrc the Halfling Skirmisher level 40
10th Flare 123rd year of Ascendancy at 03:05 see stats
By Floarrc the Halfling Skirmisher level 50
25th Regrowth 124th year of Ascendancy at 04:18 see stats
By Floarrc the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 00:25 see stats
By Floarrc the Halfling Skirmisher level 50
26th Regrowth 124th year of Ascendancy at 10:41 see stats
By Floarrc the Halfling Skirmisher level 26
43rd Regrowth 123rd year of Ascendancy at 20:52 see stats
By Floarrc the Halfling Skirmisher level 48
79th Haze 123rd year of Ascendancy at 23:32 see stats
By Floarrc the Halfling Skirmisher level 33
44th Pyre 123rd year of Ascendancy at 13:41 see stats
By Floarrc the Halfling Skirmisher level 36
67th Pyre 123rd year of Ascendancy at 06:39 see stats
By Floarrc the Halfling Skirmisher level 50
55th Regrowth 124th year of Ascendancy at 02:07 see stats
By Floarrc the Halfling Skirmisher level 37
2nd Flare 123rd year of Ascendancy at 18:42 see stats
By Floarrc the Halfling Skirmisher level 33
43rd Pyre 123rd year of Ascendancy at 12:01 see stats
By Floarrc the Halfling Skirmisher level 33
42nd Pyre 123rd year of Ascendancy at 17:26 see stats
By Floarrc the Halfling Skirmisher level 44
58th Dusk 123rd year of Ascendancy at 01:17 see stats
By Floarrc the Halfling Skirmisher level 46
13rd Haze 123rd year of Ascendancy at 00:06 see stats
By Floarrc the Halfling Skirmisher level 28
14th Pyre 123rd year of Ascendancy at 23:30 see stats
By Floarrc the Halfling Skirmisher level 16
74th Haze 122nd year of Ascendancy at 08:10 see stats
By Floarrc the Halfling Skirmisher level 31
34th Pyre 123rd year of Ascendancy at 01:46 see stats