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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 30 / 79% |
Size | medium |
Lifes / Deaths | Killed by Aerethra the skeleton warrior at level 30 on the 7th Haze 123rd year of Ascendancy at 19:20 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 15 (base 10) |
Magic | 100 (base 60) |
Willpower | 82 (base 60) |
Cunning | 26 (base 12) |
Resources
Life | -222/358 |
Mana | 152/732 |
Healing Factor | 1.0460311219417 |
Regeneration | 1.3075389024271 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35.000000000002% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 38 |
Accuracy | 16 |
Crit Chance | 18% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +8% |
Lightning | +20% |
Darkness | +8% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 3 (44.574340358689%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 46 |
Mental Save | 38 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 24%( 70%) |
Cold | + 29%( 70%) |
All | + 19%( 70%) |
Darkness | + 33%( 70%) |
Light | + 24%( 70%) |
Temporal | + 38%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 32%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 20% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 83% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 475 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 28 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 701% 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 Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the repented thief from death by Ce'Nathra the wolf. Escort: repented thief (level 3 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by Yennefer. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Silence- +32% Confus- +20% Stun/Frz- +27% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.pwr +25 (+6 eff.) Res.pen +5% acid Melee Ret 4 darkness 6 blight ----- def ----- Max.HP +41.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +16 (+8 eff.) Resists +6% blight +6% fire Silence- +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +10 Mag +7 Wil +5 Cun dps ---------- Phys.pwr +9 (+5 eff.) Spell.pwr +27 (+6 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Resists +6% light +3% lightning Spell.save +12 (+4 eff.) Max.HP +40.00 Stun/Frz- +40% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +10% fire +10% lightning +12% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +21% Crit.mult +24.00% Phys.pwr +6 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +20% lightning Acc +7 (+5 eff.) Melee Ret 8 nature ----- def ----- Resists +6% nature +6% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.crit +4% Spell.pwr +13 (+3 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Mind.save +20 (+7 eff.) Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +10% temporal Spell.save +5 (+2 eff.) Def/telep +14 Res/telep +10% Dur/telep +11% ---------- misc Max.mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +4 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.40 Mana/turn +0.19 Max.mana +26.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 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 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 756% for 10 turns (52 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 466 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold +6% temporal Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +9% acid Cut- +10% ---------- misc Masteries +0.13 Spell/Earth 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 (+13 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex +4 Mag +6 Cun +8 Con ----- def ----- Mind.save +6 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% lightning Blind- +16% Stun/Frz- +20% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Con ----- def ----- Resists +12% nature +14% blight Poison- +20% Disease- +32% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +3% acid Phys.save +4 (+4 eff.) Die.at -20.00 life HP.reg +4.00 Disarm- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% fire ----- def ----- Resists +6% blight +3% darkness +3% mind Crit.chn- 10.00% Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind +21% cold Melee Ret 6 blight ----- def ----- Mind.save +20 (+7 eff.) Confus- +28% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+8 eff.) HP.reg +1.00 Stun/Frz- +27% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +11 (+6 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +6% all ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Cun dps ---------- Melee+ 25 physical Ranged+ 14 physical Dmg.mod +3% light Melee Ret 6 light 6 blight On Hit (Melee): * 14% chance to reduce all saves and defense by 29 On Hit (Ranged): * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +12 (+6 eff.) Resists +6% blight Blind- +35% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Light +3 Infravis +4 See.Stealth +14 See.Invis +12 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) Dmg.mod +16% lightning Res.pen +25% acid ----- def ----- Resists +50% lightning ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +20% lightning Melee Ret 8 physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +13% lightning Res.pen +5% physical ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 113.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+3 eff.) Dmg.mod +15% fire ---------- misc Max.mana +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning ---------- misc Vim/s.crit +2.00 Max.vim +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +12 (+3 eff.) Melee+ 20 arcane Dmg.mod +15% darkness ---------- misc Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 nature On Crit: * Splash the target with acid dealing 201 damage over 5 turns and reducing armor and accuracy by 26 While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +5% cold +9% physical Acc +11 (+7 eff.) Apr +12 ----- def ----- Resists +6% cold Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Disrupt/Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 11 arcane resource burn On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+4 eff.) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% darkness +9% physical Res.pen +10% lightning Apr +2 ----- def ----- Defense +30 (+13 eff.) Phys.save +6 (+6 eff.) ---------- misc Max.stam +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 lightning Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +6% lightning ---------- 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 T4 mindstar 1H weapon [Random Unique] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 temporal While equipped: dps ---------- Phys.crit +2.0% Mind.crit +4% Phys.pwr +5 (+3 eff.) Mind.pwr +14 (+4 eff.) All.spd +5% Melee+ 5 fire 12 physical Dmg.mod +7% physical +12% fire Res.pen +6% physical +11% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% physical +11% fire ---------- 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 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +13% nature +10% blight Max.HP +62.00 ---------- misc Talents +2 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 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Arcane/Steamtech Power 135% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit: 20% Curse of Defenselessness 4 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 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! |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 lightning On Crit.r2 +8 temporal While equipped: Stats +6 Mag +4 Con dps ---------- Phys.crit +5.0% Res.pen +25% lightning +15% temporal Acc +12 (+7 eff.) ----- def ----- Resists +9% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: Stats +10 Cun +4 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +6% acid Crit.chn- 15.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 draining blight On Crit.r2 +27 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: dps ---------- Steampwr +7 (+3 eff.) Dmg.mod +8% lightning +14% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +5 fire On Crit.r2 +27 lightning +23 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +20% Dmg.mod +10% fire Res.pen +11% lightning +19% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 142% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +20 mind On Hit.r1 +20 mind On Crit.r2 +20 mind Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Master/Psionic Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +9.5% Capacity 19 Proj.spd +200% Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Power 157% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +5 Crit +5.5% Capacity 21 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +1 Mag dps ---------- Crit.mult +14.00% Dmg.mod +14% fire Phasing +20% ----- def ----- Resists +3% acid +11% blight +21% fire +3% nature +9% all Spell.save +9 (+3 eff.) Max.HP +54.00 HP.reg +3.30 Heal.mod +15% Pinning- +20% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +6 Dex +10 Con dps ---------- Dmg.mod +14% arcane +3% blight Res.pen +10% light ----- def ----- Resists +9% all ---------- misc Max.mana +41.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +5% lightning +5% physical +10% light +6% cold ----- def ----- Resists +16% lightning +15% light +6% blight +7% cold +9% all Max.HP +48.00 HP.reg +1.50 Heal.mod +13% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+10 eff.) Send out a range 5 beam of kinetic energy, dealing 40.80 to 51.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +12% mind Res.pen +8% mind ----- def ----- Resists +11% blight +9% all Max.HP +43.00 HP.reg +1.50 Heal.mod +17% ---------- misc Psi/turn +0.47 Max.psi +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor Reqs Str 10 [Rare] Arcane While equipped: Stats +2 Str +3 Wil +5 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% arcane Spell.save +11 (+4 eff.) ---------- misc See.Invis +6 A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+3 eff.) Dmg.mod +6% acid Res.pen +15% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind +19% acid Mind.save +13 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Random Unique] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+3 eff.) Melee Ret 4 fire ----- def ----- Armour +8 Defense +9 (+4 eff.) Fatigue +8% Resists +20% cold +21% fire Die.at -60.00 life ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +8% Resists +7% acid +9% cold HP.reg +4.40 ---------- misc Stam/turn +1.90 Breathe water A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +7 Cun +6 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +9% light Mind.save +14 (+5 eff.) ---------- misc Infravis +2 See.Invis +6 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 12 fire Melee Ret 9 acid 11 fire ----- def ----- Armour +17 Defense +4 (+2 eff.) Fatigue +5% Resists +11% acid +20% fire Phys.save +9 (+9 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +17 Defense +16 (+8 eff.) Fatigue +12% Resists +13% blight +17% darkness Mind.save +14 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +10% physical ----- def ----- Resists +6% lightning +6% temporal Phys.save +9 (+9 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +7 (+7 eff.) Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.16 Max.mana +60.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Against +26% Summoned ----- def ----- Resists +6% fire +9% light +5% cold D.Red.from +15% Summoned Mind.save +7 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Res.pen +10% blight Melee Ret 4 fire ----- def ----- Resists +12% blight +7% fire +11% cold Anom.red +12 Max.HP +82.00 ---------- misc Max.mana +56.00 Max.stam +39.00 Max.hate +13.00 Max.psi +22.00 Max.vim +25.00 Max.P.En +23.00 Max.N.En +25.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% darkness Res.pen +25% cold ----- def ----- Resists +6% blight +6% cold +6% darkness Spell.save +18 (+6 eff.) Mind.save +9 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% light Res.pen +25% nature ----- def ----- Defense +1 (+0 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -3% Resists +11% 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 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+8 eff.) 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 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +12 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 1.0 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 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +1 Silence- +24% Confus- +21% Stun/Frz- +21% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +9 Con dps ---------- Dmg.mod +6% physical Acc +15 (+9 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue -7% Resists +9% temporal Phys.save +10 (+10 eff.) ---------- misc Max.enc +23 Infravis +1 Size +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+10 eff.) Mind.save +12 (+5 eff.) ---------- misc Hate/m.crit +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +5% arcane +3% nature Silence- +20% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) Dmg.mod +12% darkness Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +23% Stun/Frz- +24% ---------- misc Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +15% temporal Phys.save +13 (+12 eff.) Mind.save +15 (+6 eff.) Def/telep +16 Res/telep +13% Dur/telep +15% 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] Arcane While equipped: Stats +2 Dex +4 Cun +3 Con dps ---------- Mind.crit +4% Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +9% light +8% temporal Res.pen +25% light ----- def ----- Armour +2 Resists +10% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +4% fire Acc +12 (+7 eff.) ----- def ----- Armour +2 Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 acid Dmg.mod +5% acid Acc +14 (+8 eff.) ----- def ----- Armour +2 Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Phys.save +12 (+12 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +2.0% Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Die.at -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 6 arcane 6 mind Dmg.mod +4% arcane +5% mind Res.pen +15% darkness ----- def ----- Armour +2 Fatigue +3% Resists +5% mind +3% darkness +9% arcane HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 9 darkness Dmg.mod +8% darkness +3% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +5% arcane +12% light Mind.save +12 (+5 eff.) Disease- +20% Cut- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +5 Cun dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 4 arcane 9 light Dmg.mod +3% arcane +8% light Acc +6 (+4 eff.) Apr +7 Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +9% fire +5% arcane +6% light ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 15 mind 15 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Fatigue +3% Mind.save -12 (-6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +7 Fatigue +5% Mind.save +9 (+4 eff.) Max.HP +59.00 Disarm- +31% ---------- 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Str dps ---------- Spell.crit +4% Phys.pwr +15 (+8 eff.) Spell.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 47.22 to 141.66 lightning damage (94.44 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% physical Apr +3 ----- def ----- Armour +1 Fatigue +1% Spell.save +9 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Cun +3 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +3% nature Res.pen +5% nature Apr +7 Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +10% cold +8% fire +5% arcane +10% lightning A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Cun +6 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +3% temporal +6% nature +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +3% acid Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +20% nature Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 18.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+12 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Str +5 Dex +2 Wil +3 Con dps ---------- Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +4 Fatigue +4% Resists +10% blight +9% cold +13% darkness Phys.save +10 (+10 eff.) Mind.save +13 (+5 eff.) ---------- misc Infravis +4 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +9 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Res.pen +25% mind ----- def ----- Armour +9 Fatigue +5% Phys.save +11 (+11 eff.) Mind.save +20 (+7 eff.) Die.at -20.00 life ---------- misc Max.hate +4.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 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 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 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+6 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+6 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 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Acc +5 (+4 eff.) Melee Ret 11 fire ----- def ----- Resists +6% nature +5% fire ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +5 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +6 Cun +1 Con dps ---------- Dmg.mod +9% blight Phasing +10% ---------- misc Max.mana +60.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 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 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% mind +9% darkness +6% nature Res.pen +25% mind Melee Ret 6 darkness ----- def ----- Resists +12% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning +3% mind Apr +1 ----- def ----- Resists +12% lightning ---------- misc Max.psi +10.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +12% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +5 (+2 eff.) ---------- misc Stam/turn +1.00 Fire a magical bolt dealing 126 lightning damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 32% for 2 turns. 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 +7 Cun dps ---------- Mind.crit +5% Dmg.mod +9% mind Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 29 Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 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 [Rare] Arcane While equipped: Stats +2 Dex +2 Mag +3 Wil +11 Cun +3 Con dps ---------- Melee Ret 6 acid Reveal the area around you, dispelling darkness (radius 14, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Yennefer the Shalore Archmage level 29
34th Dusk 123rd year of Ascendancy at 03:07 see stats
By Yennefer the Shalore Archmage level 10
9th Flare 122nd year of Ascendancy at 17:25 see stats
By Yennefer the Shalore Archmage level 23
65th Regrowth 123rd year of Ascendancy at 13:41 see stats
By Yennefer the Shalore Archmage level 30
7th Haze 123rd year of Ascendancy at 07:35 see stats
By Yennefer the Shalore Archmage level 10
9th Flare 122nd year of Ascendancy at 17:24 see stats
By Yennefer the Shalore Archmage level 20
1st Allure 123rd year of Ascendancy at 19:38 see stats
By Yennefer the Shalore Archmage level 30
55th Dusk 123rd year of Ascendancy at 02:54 see stats
By Yennefer the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:31 see stats
By Yennefer the Shalore Archmage level 20
46th Regrowth 123rd year of Ascendancy at 22:30 see stats
By Yennefer the Shalore Archmage level 22
64th Regrowth 123rd year of Ascendancy at 09:41 see stats
By Yennefer the Shalore Archmage level 24
73rd Regrowth 123rd year of Ascendancy at 12:38 see stats
By Yennefer the Shalore Archmage level 9
2nd Flare 122nd year of Ascendancy at 10:58 see stats
By Yennefer the Shalore Archmage level 24
67th Regrowth 123rd year of Ascendancy at 11:41 see stats
By Yennefer the Shalore Archmage level 18
8th Decay 122nd year of Ascendancy at 13:30 see stats
Log
Yennefer's arcane area effect hits Aerethra the skeleton warrior for 30 arcane damage.
Aerethra the skeleton warrior performs a melee critical strike against Something!
Aerethra the skeleton warrior performs a melee critical strike against Something!
Yennefer slows down.
Yennefer's spell attains critical power!
Talent Chain Lightning is ready to use.
Aerethra the skeleton warrior hits Something for 0 darkness, 0 cold, 0 darkness, 0 darkness, 0 darkness (0 total damage).
Deadly Poison from Aerethra the skeleton warrior hits Yennefer for (71 absorbed), 0 nature (0 total damage).
Yennefer receives 91 healing from Temporal Restoration Field.
Thunderstorm hits Aerethra the skeleton warrior for 51 lightning damage.
Yennefer casts Chain Lightning.
Yennefer's spell attains critical power!
Yennefer hits Aerethra the skeleton warrior for 486 lightning damage.
Yennefer's arcane area effect hits Aerethra the skeleton warrior for 30 arcane damage.
Aerethra the skeleton warrior performs a melee critical strike against Yennefer!
Aerethra the skeleton warrior performs a melee critical strike against Yennefer!
Your shield crumbles under the damage!
The shield around Yennefer crumbles.
Aerethra the skeleton warrior casts Curse of Defenselessness.
Yennefer is cursed.
Aerethra the skeleton warrior performs a melee critical strike against Yennefer!
Aerethra the skeleton warrior's can be afflicted again.
Aerethra the skeleton warrior hits Yennefer for (335 absorbed), 0 darkness, (27 absorbed), 0 cold, (46 absorbed), 0 darkness, (257 absorbed), 0 darkness, (38 absorbed), (8 ignored), 0 darkness, 329 darkness, 27 cold, 46 darkness, 178 darkness (580 total damage).
Melee retaliation hits Aerethra the skeleton warrior for 2 darkness, 2 blight, 3 nature, 2 darkness, 2 blight, 3 nature, 2 darkness, 2 blight, 3 nature, 2 darkness, 2 blight, 3 nature (28 total damage).
Phantasmal Shield hits Aerethra the skeleton warrior for 50 light damage.
Yennefer the level 30 shalore archmage was darkened to death by Aerethra the skeleton warrior on level 2 of Ruined halfling complex.
The furious lightning storm around Yennefer calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.