











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/Buyers bonus! 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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin (Fallen) |
Level / Exp | 44 / 60% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 07:21 0 / 10Killed by Bethuriavena the Blightborn at level 19 on the 11st Haze 122nd year of Ascendancy at 05:22 Killed by Betoma the vampire lord at level 27 on the 74th Haze 122nd year of Ascendancy at 04:18 Killed by The Master at level 29 on the 79th Haze 122nd year of Ascendancy at 02:15 Killed by armoured skeleton warrior at level 31 on the 1st Regrowth 123rd year of Ascendancy at 06:20 Killed by Celia at level 32 on the 15th Regrowth 123rd year of Ascendancy at 06:26 Killed by orc high cryomancer at level 36 on the 6th Pyre 123rd year of Ascendancy at 01:19 Killed by orc high cryomancer at level 36 on the 6th Pyre 123rd year of Ascendancy at 02:57 Killed by Glogamira the Frozen Terror at level 44 on the 1st Dusk 123rd year of Ascendancy at 18:44 Killed by Poroth the Caustic Terror at level 44 on the 2nd Dusk 123rd year of Ascendancy at 00:25 |
Primary Stats
Strength | 57 (base 52) |
Dexterity | 15 (base 9) |
Constitution | 58 (base 38) |
Magic | 79 (base 50) |
Willpower | 89 (base 48) |
Cunning | 32 (base 10) |
Resources
Life | -198/1346 |
Positive | 15/179 |
Hate | 100/100 |
Healing Factor | 1.7601339505268 |
Regeneration | 7.8325960798445 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 48 |
See Invisible | 48 |
Offense: Mainhand
Damage | 115 |
Accuracy | 48 |
Crit Chance | 56% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 77 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Physical | +11% |
Cold | +27% |
All | +2% |
Darkness | +14% |
Light | +47% |
Lightning | +33% |
Fire | +27% |
Nature | +22% |
Offense: Damage Penetration
Physical | +10% |
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 88.104573345417 (84.647538266536%) |
Defense | 34 |
Ranged Defense | 40 |
Fatigue | 23 |
Physical Save | 30 |
Spell Save | 39 |
Mental Save | 48 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 48%( 70%) |
Cold | + 62%( 70%) |
All | + 13%( 70%) |
Darkness | + 70%( 70%) |
Light | + 47%( 80%) |
Lightning | + 35%( 70%) |
Fire | + 62%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 40% |
Blind Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 495 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Darkside | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.70 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Dark Sun | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Crimson Templar | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Dirges | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Light | 1.70 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by orc grand master assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution 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 Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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: 518. | 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. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +3 Wil +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+3 eff.) Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +9% light +9% darkness Mind.save +18 (+6 eff.) Die.at -20.00 life Max.HP +80.00 Blind- +50% Confus- +30% Knockbk- +10% ---------- misc Light +11 See.Stealth +48 See.Invis +48 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+3 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 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 23 mind 22 darkness On Hit (Melee): * 17% chance to reduce all saves and defense by 44 ----- def ----- Armour +7 Fatigue +5% Mind.save -3 (-1 eff.) Max.HP +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
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 (+3 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. |
On fingers | ![]() 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: 614.76 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 540.57 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc P.En/turn +0.20 Light +2 Cooldown Healing Light -3 Bathe in Light -5 Providence -10 Barrier -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 342.51 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+3 eff.) Dmg.mod +12% darkness Melee Ret 2 darkness ----- def ----- Fatigue -6% Resists +6% darkness Max.HP +39.00 HP.reg +1.20 Heal.mod +15% ---------- misc Max.enc +33 Equi/ret +0.04 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+7 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This item has been sent to the Item's Vault. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +28 Defense +19 (+8 eff.) Fatigue +12% Resists +20% blight +20% darkness Mind.save +19 (+6 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Light +2 A suit of armour made of mail. |
Inventory
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 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 19%, your defense is increased by 19 and all your resistances by 19%. 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 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 516.12 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 10 Cooldown 20 Travel.spd 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. 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 [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 308 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 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 60 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++] Master While equipped: dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +7 (+2 eff.) Apr +13 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Con ----- def ----- Defense +5 (+2 eff.) Resists +9% lightning Phys.save +12 (+6 eff.) HP.reg +4.00 Pinning- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +1% S.pwr/crit +2 Res.pen +15% arcane +5% nature ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% acid +3% mind ----- def ----- Fatigue -5% Mind.save +3 (+1 eff.) ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +25% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+3 eff.) Max.HP +24.00 Disarm- +20% Pinning- +24% Knockbk- +20% ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 133% 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! |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+6 eff.) Dmg.mod +25% lightning ---------- misc Mana/turn +0.33 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +5 Dmg.mod +25% cold ----- def ----- Resists +12% cold ---------- misc 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 137% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +36.00% Spell.pwr +39 (+9 eff.) Melee+ 21 fire Dmg.mod +30% fire ---------- misc Mana/turn +0.42 See.Invis +15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.33 Max.mana +56.00 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 137% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane Res.pen +15% arcane ----- def ----- Resists +9% darkness +10% temporal Def/telep +14 Res/telep +14% Dur/telep +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +13 Con +17 Wil ----- def ----- Max.HP +84.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Con +12 Wil dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +17 (+7 eff.) Max.HP +100.00 Disarm- +70% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +8.0% Atk.spd 100% Phasing +21% On Hit: * Create an explosion dealing 123 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +37% cold Res.pen +24% cold Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Nature Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 nature On Hit.r1 +19 fire Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Disrupt/Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Deals 130 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +14 Str dps ---------- Dmg.mod +17% physical Acc +13 (+4 eff.) Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +31 (+10 eff.) Apr +13 ----- def ----- Defense +13 (+6 eff.) Disarm- +45% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 123 acid damage (1/turn) While equipped: Stats +9 Str dps ---------- Dmg.mod +34% acid +17% physical Res.pen +35% acid Acc +26 (+9 eff.) Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 190% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Disrupt/Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 130 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 170% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +16 (+5 eff.) Res.pen +13% physical Acc +20 (+7 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Disrupt Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +28% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed swords. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 2.5 Pwr.cost 80 out of 80/80. 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 38.50 cold damage and 33.65 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T4 longsword 1H weapon [Rare] Psionic Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 acid +18 mind +20 nature On Hit.r1 +8 acid On Crit.r2 +8 nature On Hit: * 24% chance to reduce all saves and defense by 44 While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +25% light +10% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce armor by 44% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Nature/Disrupt Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 73% While equipped: Stats +8 Con +9 Wil ----- def ----- Max.HP +20.00 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 nature On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% all Acc +17 (+6 eff.) Apr +9 ----- def ----- Resists +6% acid +3% blight +3% nature +3% darkness Spell.save +12 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+6 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 33 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Disease- +11% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +12.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +11 nature On Crit.r2 +23 fire While equipped: dps ---------- All.spd +6% Res.pen +13% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature/Psionic Power 156% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 darkness Against +5% Living While equipped: Stats +13 Con +10 Wil ----- def ----- Max.HP +58.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane Power 157% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 5 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 33 While equipped: ----- def ----- Disease- +33% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego++] Arcane/Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +9 acid +8 nature On Hit: 20% Curse of Vulnerability 1 While equipped: dps ---------- Res.pen +8% acid +9% nature Apr +7 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% acid +6% temporal One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 cold On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +5 (+2 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +7.0% Atk.spd 100% Phasing +15% On Hit: * Create an explosion dealing 123 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +29% lightning One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +26 lightning +29 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +34% Res.pen +10% lightning +21% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +9% physical Acc +21 (+7 eff.) Apr +10 ----- def ----- Max.HP +58.00 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +8 Wil dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +7 ----- def ----- Max.HP +37.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 123 damage While equipped: dps ---------- Res.pen +9% all Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Psionic Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 blight +9 temporal On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 33 While equipped: ----- def ----- Resists +14% temporal Disease- +16% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 While equipped: dps ---------- Res.pen +10% physical Acc +11 (+4 eff.) Apr +8 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 6 acid Dmg.mod +9% acid Res.pen +9% acid ----- def ----- Resists +9% acid HP.reg +3.00 Heal.mod +16% Heal/summ +16 ---------- 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 [Ego++] Nature Power 109% 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% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +6% nature +8% fire Res.pen +5% nature +9% fire ----- def ----- Resists +6% nature +12% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+2 eff.) ----- def ----- Resists +12% lightning +5% fire +16% cold ---------- 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 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 +9% Mind.pwr +14 (+3 eff.) All.spd +3% Melee+ 4 fire Dmg.mod +15% mind +15% fire Res.pen +15% fire ----- def ----- Resists +12% fire ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+2 eff.) Melee+ 7 acid Dmg.mod +11% acid +7% nature Res.pen +8% acid +8% nature ----- def ----- Resists +12% acid +6% nature HP.reg +5.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +27% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 +12% Mind.pwr +10 (+2 eff.) Melee+ 20 cold Dmg.mod +7% cold Res.pen +12% cold ----- def ----- Armour +12 Resists +12% cold ---------- misc Hate/m.crit +3.00 Psi/m.crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 6 lightning 6 physical 6 fire 8 acid 4 cold ----- def ----- Resists +8% lightning +8% physical +8% cold +8% fire +6% acid ---------- 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 Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 (+2 eff.) Melee+ 5 lightning 7 physical 6 fire 21 acid 6 cold Dmg.mod +13% acid Res.pen +9% acid ----- def ----- Resists +7% lightning +7% physical +4% cold +5% fire +16% acid HP.reg +3.00 ---------- 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 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam When used to Attack: Block +89 While equipped: Stats +9 Wil +14 Con ----- def ----- Armour +11 Defense +8 (+4 eff.) Fatigue +10% Phys.save +7 (+3 eff.) Max.HP +58.00 ---------- 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 T5 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Psionic/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam When used to Attack: Melee+ +13 physical +19 cold While equipped: Stats +8 Wil dps ---------- On shield block: * Deals 261 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +15% physical +18% cold Shield.near.proj +25 Proj.slow +24% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego] Arcane/Master Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +14 Crit +2.5% Capacity 19 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 120% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +218 Melee+ +21 nature On Crit.r2 +12 arcane While equipped: Stats +13 Str +10 Dex dps ---------- Res.pen +5% nature Acc +24 (+8 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +17% blight +26% fire +16% nature +15% mind Max.HP +104.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 179% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +256 While equipped: ----- def ----- Armour +16 Fatigue +8% Resists +25% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 172% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +4 lightning +6 temporal +6 darkness +5 fire +3 nature +6 blight +7 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Spell.crit +11% Spell.pwr +19 (+5 eff.) Dmg.mod +13% nature ----- def ----- Resists +13% all Poison- +40% Disease- +30% ---------- misc Mana/turn +0.13 Max.mana +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +24 (+6 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all Spell.save +25 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% nature +16% blight D.Red.from +11% Unnatural Max.HP +44.00 HP.reg +5.30 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +8% Resists +13% acid +9% cold Mind.save +21 (+7 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 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 (+4 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 (+7 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 5.5 Pwr.cost 12 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 239.46 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. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +14 Defense +30 (+12 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +22% blight +8% physical +22% darkness Phys.save +17 (+8 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane While equipped: Stats +9 Str +9 Mag +6 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% Phys.pwr +23 (+7 eff.) Spell.pwr +22 (+5 eff.) Mind.pwr +22 (+5 eff.) Melee+ 19 acid 14 fire Melee Ret 9 acid 12 fire ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +27% acid +16% fire +20% lightning A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Mind.save +17 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +16% Resists +6% fire -16% light +13% darkness Phys.save +17 (+8 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +17% Resists +11% fire -15% light +12% darkness Phys.save +15 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +12% acid +10% cold Max.HP +57.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +10% acid +12% cold Max.HP +83.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +9% acid +5% cold Max.HP +42.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +11% acid +12% cold Max.HP +59.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +22 Defense +5 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +20 (+10 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +26% acid +10% light +15% darkness A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Str +8 Mag +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +20 (+6 eff.) Spell.pwr +22 (+5 eff.) Mind.pwr +13 (+3 eff.) Melee+ 10 acid 18 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +21% acid +13% fire +14% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +17% nature +20% blight D.Red.from +10% Unnatural A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +22 Defense +10 (+5 eff.) Fatigue +22% Resists +24% blight +19% darkness Mind.save +18 (+6 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +9% light Res.pen +5% nature Melee Ret 6 light 2 darkness ----- def ----- Stealth +5 ---------- misc T.Disarm +6 Light +3 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +5% fire +5% cold Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +25% Summoned ----- def ----- D.Red.from +25% Summoned A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 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 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 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+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Fatigue -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 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Phys.save +7 (+3 eff.) Mind.save +9 (+3 eff.) Stealth +10 Die.at -50.00 life 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/Master While equipped: Stats +3 Str +3 Mag +2 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+3 eff.) Disease- +15% ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.crit +2% Mind.pwr +5 (+1 eff.) Res.pen +5% blight ----- def ----- Armour +1 Phys.save +7 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.04 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Res.pen +15% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Armour +12 Defense +30 (+12 eff.) Resists +10% acid +11% fire +11% lightning +15% cold A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +5 Resists +9% fire +9% cold Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +3 Cun +4 Con ----- def ----- Armour +5 Phys.save +18 (+9 eff.) Mind.save +17 (+5 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal 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 [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +14.00 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 [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -1% Resists +9% acid +3% fire +6% nature Crit.chn- 5.00% Die.at -20.00 life Max.HP +33.00 Blind- +20% ---------- misc Stam/turn +0.40 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 [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Armour +7 Fatigue +3% Resists +3% mind Heal.mod +20% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Light +2 Infravis +2 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++] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Defense +16 (+7 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% 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+] Psionic While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 34 mind 27 darkness Acc +6 (+2 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 44 ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+4 eff.) Mind.save -2 (-1 eff.) Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% physical +15% darkness +16% fire +10% temporal +8% light ----- def ----- Defense +3 (+1 eff.) Resists +24% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +7% fire +9% lightning +8% cold A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-4 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. This item has been sent to the Item's Vault. This object's appearance was changed to Corrupted Gaze. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Wil dps ---------- Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +3% darkness +19% blight +11% fire +13% cold +19% lightning Mind.save +10 (+3 eff.) ---------- misc Stam/ret +3.00 Equi/ret +2.30 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 [Ego+] Master While equipped: Stats +4 Dex +2 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% darkness ---------- misc Infravis +5 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 [Ego+] Nature/Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +13% cold Mind.save +10 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 nuummite 6 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
9 verdite 9 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+5 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 hematite 4 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness 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. |
6 malachite 6 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+7 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 carnelian 11 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 small geode 10 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+8 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 geode 5 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 sugilite 5 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 tiger's eye 5 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 obsidian 5 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+10 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 black pearl 2 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+12 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+12 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
enormous geode enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 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 blue 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: Additional 90 fire burn damage 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.(142 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 386.46 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 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 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 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Str +9 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +6% nature ---------- misc See.Invis +15 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 135 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Vader the Cornac Sun Paladin level 33
38th Regrowth 123rd year of Ascendancy at 15:43 see stats
By Vader the Cornac Sun Paladin level 33
31st Regrowth 123rd year of Ascendancy at 15:40 see stats
By Vader the Cornac Sun Paladin level 43
5th Flare 123rd year of Ascendancy at 06:48 see stats
By Vader the Cornac Sun Paladin level 41
4th Mirth 123rd year of Ascendancy at 01:13 see stats
By Vader the Cornac Sun Paladin level 26
62nd Haze 122nd year of Ascendancy at 09:50 see stats
By Vader the Cornac Sun Paladin level 32
17th Regrowth 123rd year of Ascendancy at 07:21 see stats
By Vader the Cornac Sun Paladin level 35
72nd Regrowth 123rd year of Ascendancy at 11:49 see stats
By Vader the Cornac Sun Paladin level 39
46th Pyre 123rd year of Ascendancy at 14:21 see stats
By Vader the Cornac Sun Paladin level 21
21st Haze 122nd year of Ascendancy at 01:04 see stats
By Vader the Cornac Sun Paladin level 18
58th Dusk 122nd year of Ascendancy at 04:49 see stats
By Vader the Cornac Sun Paladin level 30
5th Allure 123rd year of Ascendancy at 12:32 see stats
By Vader the Cornac Sun Paladin level 32
29th Regrowth 123rd year of Ascendancy at 06:38 see stats
By Vader the Cornac Sun Paladin level 26
66th Haze 122nd year of Ascendancy at 18:03 see stats
By Vader the Cornac Sun Paladin level 32
11st Regrowth 123rd year of Ascendancy at 05:18 see stats
By Vader the Cornac Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 23:37 see stats
By Vader the Cornac Sun Paladin level 20
12nd Haze 122nd year of Ascendancy at 10:11 see stats
By Vader the Cornac Sun Paladin level 30
4th Allure 123rd year of Ascendancy at 12:04 see stats
By Vader the Cornac Sun Paladin level 40
54th Pyre 123rd year of Ascendancy at 18:28 see stats
By Vader the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 07:06 see stats
By Vader the Cornac Sun Paladin level 23
38th Haze 122nd year of Ascendancy at 10:22 see stats
By Vader the Cornac Sun Paladin level 44
2nd Dusk 123rd year of Ascendancy at 00:14 see stats
By Vader the Cornac Sun Paladin level 29
77th Haze 122nd year of Ascendancy at 17:05 see stats
By Vader the Cornac Sun Paladin level 36
72nd Regrowth 123rd year of Ascendancy at 13:44 see stats
By Vader the Cornac Sun Paladin level 36
6th Pyre 123rd year of Ascendancy at 02:57 see stats
By Vader the Cornac Sun Paladin level 9
5th Mirth 122nd year of Ascendancy at 14:09 see stats
By Vader the Cornac Sun Paladin level 13
6th Dusk 122nd year of Ascendancy at 21:02 see stats
By Vader the Cornac Sun Paladin level 21
20th Haze 122nd year of Ascendancy at 14:50 see stats
By Vader the Cornac Sun Paladin level 37
25th Pyre 123rd year of Ascendancy at 23:28 see stats
By Vader the Cornac Sun Paladin level 16
46th Dusk 122nd year of Ascendancy at 23:54 see stats
By Vader the Cornac Sun Paladin level 27
72nd Haze 122nd year of Ascendancy at 20:34 see stats
By Vader the Cornac Sun Paladin level 18
58th Dusk 122nd year of Ascendancy at 20:59 see stats
By Vader the Cornac Sun Paladin level 36
6th Pyre 123rd year of Ascendancy at 02:57 see stats
By Vader the Cornac Sun Paladin level 32
31st Regrowth 123rd year of Ascendancy at 04:46 see stats
Log
Poroth the Caustic Terror HEALS from nature damage!
Poroth the Caustic Terror steals healing from Vader!
Spydric Poison from Poroth the Caustic Terror hits Vader for (29 shared agony), 40 nature (40 total damage).
Poison from Poroth the Caustic Terror hits Vader for (140 shared agony), 195 nature (195 total damage).
Self-Judgement hits Vader for 45 Bleed damage.
Bloodcaller hits Poroth the Caustic Terror for 4 healing, 2 healing (0 total damage) [7 healing].
Healing Nexus Redirection from Poroth the Caustic Terror hits Poroth the Caustic Terror for 3 healing, 17 healing, 9 healing, 1 healing, 1 healing (0 total damage) [32 healing].
Mindrot hits Poroth the Caustic Terror for 5 mind, 6 darkness (11 total damage).
Shared Agony hits Poroth the Caustic Terror for 17 nature, 23 healing, 83 nature, 113 healing (100 total damage) [137 healing].
Poroth the Caustic Terror's healing is amplified!
Poroth the Caustic Terror steals healing from Vader!
Poroth the Caustic Terror receives 11 healing from Healing Nexus Redirection from Poroth the Caustic Terror.
Poroth the Caustic Terror stops bleeding.
Poroth the Caustic Terror uses Mucus.
Poroth the Caustic Terror's healing is amplified!
Poroth the Caustic Terror steals healing from Vader!
Poroth the Caustic Terror's corrosive acid area effect hits Vader for 90 acid damage.
Bloodcaller hits Poroth the Caustic Terror for 4 healing, 4 healing, 2 healing, 2 healing, 4 healing, 4 healing, 4 healing (0 total damage) [24 healing].
Vader's solar blood area effect hits Poroth the Caustic Terror for 78 light damage.
Vader's solar blood area effect hits Poroth the Caustic Terror for 80 light damage.
Vader's solar blood area effect hits Poroth the Caustic Terror for 78 light damage.
Vader's solar blood area effect hits Poroth the Caustic Terror for 34 light damage.
Healing Nexus Redirection from Poroth the Caustic Terror hits Poroth the Caustic Terror for 16 healing, 16 healing, 7 healing, 7 healing, 16 healing, 16 healing, 16 healing (0 total damage) [94 healing].
Vader's solar blood area effect hits Poroth the Caustic Terror for 80 light damage.
Vader's solar blood area effect hits Poroth the Caustic Terror for 34 light damage.
Vader's solar blood area effect hits Poroth the Caustic Terror for 80 light damage.
Poroth the Caustic Terror spits acid!
Vader suffers from damage from Poroth the Caustic Terror, mitigating the blow!.
Poroth the Caustic Terror hits Vader for (140 bled out), 182 acid (182 total damage).
Vader the level 44 cornac sun paladin was dissolved to death by Poroth the Caustic Terror on level 1 of Hidden Vault - Gorbat Pride (1).