










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 39 / 46% |
Size | medium |
Lifes / Deaths | Killed by Rat Lich at level 23 on the 7th Allure 123rd year of Ascendancy at 16:04 / 2Killed by Xeryvena the blinkwyrm at level 39 on the 43rd Dusk 124th year of Ascendancy at 10:33 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 87 (base 52) |
Constitution | 8 (base 7) |
Magic | 79 (base 53) |
Willpower | 22 (base 7) |
Cunning | 107 (base 51) |
Resources
Life | -172/789 |
Mana | 269/388 |
Stamina | 96/244 |
Healing Factor | 1.3295910630513 |
Regeneration | 13.628308396276 |
Speed
Mental | +3.5971225997855E-12% |
Attack | 0% |
Movement | +16% |
Spell | +3.5971225997855E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 7 |
Offense: Mainhand
Damage | 100 |
Accuracy | 71 |
Crit Chance | 54% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 71 |
Crit Chance | 60% |
APR | 38 |
Speed | 0.90 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 37% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Temporal | +9% |
Nature | +20% |
Lightning | +9% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +45% |
Darkness | +35% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 21 (82.946778433524%) |
Defense | 98 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 38 |
Mental Save | 46 |
Defense: Resistances
Acid | + 18%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Darkness | + 13%( 70%) |
Light | + 33%( 80%) |
Temporal | + 12%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 30%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 56% |
Poison Resistance | 50% |
Disarm Resistance | 50% |
Bleed Resistance | 20% |
Pinning Resistance | 10% |
Silence Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 42% all resistance, you move 62% faster, and you are invisible (power 25). Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by orc warrior. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by giant lightning ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +5 Cun +1 Con ----- def ----- Armour +3 Defense +15 (+2 eff.) Resists +3% light Silence- +27% Confus- +26% Pinning- +10% Stun/Frz- +42% A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Melee Ret 4 blight ----- def ----- Defense +2 (+0 eff.) Resists +12% nature Crit.chn- 15.00% Mind.save +10 (+3 eff.) Die.at -40.00 life Heal.mod +20% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 80.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Res.pen +25% cold ---------- misc Wards +3 lightning +2 blight +3 arcane +4 light Talents +1 Ward Fire a magical bolt dealing 225 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +15% fire Acc +8 (+2 eff.) ----- def ----- Resists +12% lightning +30% fire +3% darkness +12% temporal Max.HP +66.00 HP.reg +10.00 Heal.mod +15% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +3 Wil +7 Cun dps ---------- Mov.spd +16% Dmg.mod +9% temporal Acc +18 (+5 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+1 eff.) Resists +18% acid Phys.save +14 (+7 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+3 eff.) Max.HP +20.00 ---------- misc Max.vim +20.00 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% lightning Apr +4 ----- def ----- Armour +4 Defense +10 (+2 eff.) Phys.save +11 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 139.77 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 297, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 139.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck dps ---------- Crit.mult +14.00% Acc +12 (+3 eff.) Apr +11 ----- def ----- Defense +6 (+1 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Melee+ 6 light 6 darkness Dmg.mod +9% light +4% temporal +11% darkness +4% physical On Melee Ret: * 5% chance to reduce damage dealt by 21% * 5% chance to blind Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +10% mind ----- def ----- Armour +12 Resists +15% fire Spell.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Die.at -80.00 life Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +16% darkness +6% all ----- def ----- Resists +32% darkness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 5.0 T3 staff 2H weapon [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +20% physical ----- def ----- Defense +8 (+1 eff.) HP.reg +0.70 Heal.mod +16% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 120.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +34 (+8 eff.) Dmg.mod +25% acid ----- def ----- Defense +10 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +15% Stun/Frz- +20% Teleport- +10% ---------- misc Mana/turn +0.39 Max.mana +76.00 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 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire Res.pen +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Disrupt/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Str dps ---------- Dmg.mod +14% physical Acc +20 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master/Psionic Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +9 mind On Hit: * 37% chance to reduce all saves and defense by 25 While equipped: Stats +6 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +19 (+5 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 45.0 - 72.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Res.pen +13% physical Acc +17 (+4 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master/Psionic Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+5 eff.) Res.pen +12% physical ----- def ----- Disarm- +28% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Disrupt/Master Power 78.5 - 125.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 52% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 77.5 - 124.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 nature On Crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Spell.crit +1% Spell.pwr +15 (+3 eff.) Phasing +30% Melee Ret 6 arcane ---------- misc Light +3 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 30 [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+7 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +24 cold On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+3 eff.) Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +2% Dmg.mod +12% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +22% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Disrupt/Psionic Power 31.5 - 41.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +7% Living +13% 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% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +2 (+0 eff.) ---------- misc Max.psi +19.00 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 Reqs Wil 48 [Ego] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +8.00% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +28.00 HP.reg +1.00 ---------- 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 shot ammo [Ego+] Master Power 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +17 Apr +5 Crit +18.5% Capacity 16 On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 18 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 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 (+2 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. |
![]() 6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +6 Mag dps ---------- Mind.crit +4% Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Mind.save +20 (+6 eff.) Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 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 (+2 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 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +5% mind Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% lightning +9% darkness +22% fire +3% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +7% acid +17% physical +10% fire +7% cold ----- def ----- Resists +11% acid +13% physical +10% darkness +12% fire +12% cold +12% mind +11% all Phys.save +13 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +21 (+7 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +9% Spell.pwr +22 (+5 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.33 Max.mana +44.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +16% lightning +18% physical +13% cold ----- def ----- Resists +6% blight +6% cold +9% lightning +13% all Max.HP +67.00 HP.reg +1.50 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +13.00% ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +17% arcane +39% temporal ----- def ----- Resists +15% all +16% temporal ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +11% acid +10% physical +10% cold +9% lightning +7% fire Max.HP +37.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +6% physical +17% light +14% darkness Phys.save +15 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +8 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +9% Phys.pwr +21 (+7 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +32 (+11 eff.) Mov.spd +20% Melee+ 9 fire Ranged+ 8 fire Res.pen +15% nature ----- def ----- Armour +13 Defense +25 (+4 eff.) Fatigue +8% Resists +12% lightning +22% fire +6% nature +20% physical A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +4 (+0 eff.) Fatigue +7% Phys.save +9 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +27% acid +5% physical +8% cold +9% lightning +7% fire A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% physical Res.pen +20% arcane +5% temporal Acc +5 (+1 eff.) ----- def ----- Armour +8 Resists +3% temporal +2% physical Create a temporary shield that absorbs 269 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +1 Defense +15 (+2 eff.) Resists +5% lightning +6% temporal +3% acid Die.at -60.00 life A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +1 Cun +2 Con dps ---------- Dmg.mod +9% blight Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Phys.save +11 (+6 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +4 Mag +4 Wil +6 Cun dps ---------- Melee+ 8 acid 14 darkness 7 fire 7 cold 7 lightning Dmg.mod +10% darkness Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +11 Resists +11% darkness +9% lightning Mind.save +6 (+2 eff.) Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +2 Dex +1 Mag +2 Wil +1 Con dps ---------- Melee+ 7 light Dmg.mod +6% light +3% lightning On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Armour +2 Fatigue +3% Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag ----- def ----- Armour +7 Fatigue +5% Resists +6% light +7% darkness Mind.save +10 (+3 eff.) Max.HP +66.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 75.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +11 (+2 eff.) Resists +16% lightning ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning Mind.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% lightning +25% nature Melee Ret 4 darkness ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning +9% fire +10% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +14% darkness ----- def ----- Defense +3 (+0 eff.) Resists +21% darkness ---------- misc Mana/turn +2.10 Mana/ret +2.30 Max.mana +73.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +5% Resists +3% light Max.HP +20.00 Poison- +20% 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 Wil 24 [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 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 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Cthri the Shalore Shadowblade level 30
51st Pyre 123rd year of Ascendancy at 08:22 see stats
By Cthri the Shalore Shadowblade level 30
47th Pyre 123rd year of Ascendancy at 13:29 see stats
By Cthri the Shalore Shadowblade level 24
8th Allure 123rd year of Ascendancy at 17:39 see stats
By Cthri the Shalore Shadowblade level 33
78th Haze 123rd year of Ascendancy at 04:20 see stats
By Cthri the Shalore Shadowblade level 34
12nd Regrowth 124th year of Ascendancy at 11:13 see stats
By Cthri the Shalore Shadowblade level 38
36th Dusk 124th year of Ascendancy at 09:58 see stats
By Cthri the Shalore Shadowblade level 32
55th Dusk 123rd year of Ascendancy at 19:02 see stats
By Cthri the Shalore Shadowblade level 17
55th Dusk 122nd year of Ascendancy at 17:20 see stats
By Cthri the Shalore Shadowblade level 18
66th Dusk 122nd year of Ascendancy at 18:35 see stats
By Cthri the Shalore Shadowblade level 31
78th Pyre 123rd year of Ascendancy at 23:06 see stats
By Cthri the Shalore Shadowblade level 17
55th Dusk 122nd year of Ascendancy at 19:28 see stats
By Cthri the Shalore Shadowblade level 23
1st Decay 122nd year of Ascendancy at 01:35 see stats
By Cthri the Shalore Shadowblade level 26
31st Pyre 123rd year of Ascendancy at 19:42 see stats
By Cthri the Shalore Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 16:29 see stats
By Cthri the Shalore Shadowblade level 20
13rd Haze 122nd year of Ascendancy at 07:24 see stats
By Cthri the Shalore Shadowblade level 30
47th Pyre 123rd year of Ascendancy at 09:27 see stats
By Cthri the Shalore Shadowblade level 20
13rd Haze 122nd year of Ascendancy at 09:21 see stats
By Cthri the Shalore Shadowblade level 32
79th Pyre 123rd year of Ascendancy at 01:43 see stats
By Cthri the Shalore Shadowblade level 11
3rd Dusk 122nd year of Ascendancy at 13:13 see stats
By Cthri the Shalore Shadowblade level 23
8th Allure 123rd year of Ascendancy at 02:21 see stats
By Cthri the Shalore Shadowblade level 13
39th Dusk 122nd year of Ascendancy at 17:35 see stats
By Cthri the Shalore Shadowblade level 34
33rd Regrowth 124th year of Ascendancy at 09:30 see stats
By Cthri the Shalore Shadowblade level 20
22nd Haze 122nd year of Ascendancy at 00:54 see stats
By Cthri the Shalore Shadowblade level 31
77th Pyre 123rd year of Ascendancy at 03:50 see stats
By Cthri the Shalore Shadowblade level 16
55th Dusk 122nd year of Ascendancy at 08:40 see stats
By Cthri the Shalore Shadowblade level 23
7th Allure 123rd year of Ascendancy at 16:04 see stats
By Cthri the Shalore Shadowblade level 29
47th Pyre 123rd year of Ascendancy at 09:27 see stats
Log
Xeryvena the blinkwyrm casts Temporal Shield.
The very fabric of time alters around Xeryvena the blinkwyrm.
Xeryvena the blinkwyrm casts Disperse Magic.
Cthri's fully exits the shadows.
The shield around Cthri crumbles.
Cthri deactivates Shadow Combat.
Cthri misses Xeryvena the blinkwyrm.
Cthri misses Xeryvena the blinkwyrm.
Orc mage-hunter uses Orcish Fury.
Orc mage-hunter enters a state of bloodlust.
Orc mage-hunter misses Cthri.
Xeryvena the blinkwyrm casts Shadow Grasp.
Cthri is silenced!
Cthri resists the disarm!
Xeryvena the blinkwyrm hits Cthri for 396 darkness damage.
The fabric of time around Xeryvena the blinkwyrm returns to normal.
Cthri performs a melee critical strike against Xeryvena the blinkwyrm!
Xeryvena the blinkwyrm starts to bleed darkness.
Blade Flurry performs a melee critical strike against Orc mage-hunter!
Orc mage-hunter attunes to the damage.
Orc mage-hunter resists the shadowy cut
Cthri misses Xeryvena the blinkwyrm.
Blade Flurry hits Orc mage-hunter for (72 antimagic), 34 darkness, 87 physical, (17 antimagic), 0 darkness, 71 physical, (17 antimagic), 0 darkness (192 total damage).
Cthri hits Xeryvena the blinkwyrm for (103 to time), 0 darkness, (85 to time), 0 physical, (21 to time), 0 darkness (0 total damage).
Xeryvena the blinkwyrm uses Mindlash.
Xeryvena the blinkwyrm's mind surges with critical power!
Xeryvena the blinkwyrm hits Cthri for 191 physical damage.
Cthri the level 39 shalore shadowblade was dissected to death by Xeryvena the blinkwyrm on level 1 of Gorbat Pride.