










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/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 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 38 / 48% |
Size | medium |
Lifes / Deaths | Killed by Elydath the orc archer at level 38 on the 77th Pyre 124th year of Ascendancy at 23:40 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 100 (base 60) |
Constitution | 37 (base 10) |
Magic | 21 (base 10) |
Willpower | 45 (base 20) |
Cunning | 47 (base 26) |
Resources
Life | -149/970 |
Stamina | 127/324 |
Equilibrium | 30 |
Healing Factor | 1.3341015905906 |
Regeneration | 9.6722365317817 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 36.659795546394 |
See Invisible | 36.659795546394 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 125 |
Accuracy | 66 |
Crit Chance | 42% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 106 |
Accuracy | 66 |
Crit Chance | 42% |
APR | 48 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Nature | +24% |
Fire | +15% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +20% |
Nature | +10% |
Physical | +9% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (79.007671158813%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 39 |
Mental Save | 41 |
Defense: Resistances
Cold | + 43%( 70%) |
Nature | + 59%( 70%) |
Light | + 34%( 70%) |
Temporal | + 42%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 35%( 70%) |
Mind | + 34%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Disarm Resistance | 26% |
Confusion Resistance | 62% |
Knockback Resistance | 66% |
Stun Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 737 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 901% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.43 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Eluvena the slimy ooze. Escort: injured seer (level 8 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 Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 449. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. 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 length of troll intestine. * You've found the needed black mamba head. * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Mag +6 Con dps ---------- Res.pen +10% darkness +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +8 Fatigue +3% Crit.chn- 15.00% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +9% nature +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +4% Resists +3% mind +10% nature +3% all Phys.save +8 (+3 eff.) Spell.save +5 (+2 eff.) Max.HP +62.00 Heal.mod +13% Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 447.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Dragon-helm of Kroltar. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Psionic While equipped: dps ---------- Mind.crit +1% Phys.pwr +6 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +12% fire Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +10 (+3 eff.) HP.reg +7.00 ---------- misc Stam/turn +1.50 Max.stam +25.00 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Hit: 20% Nightmare 3 On Hit: * 15% chance to slow global speed by 56% * 13% chance to reduce armor by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 5/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +2 Dex +2 Mag +2 Wil +3 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 13 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% acid Res.pen +20% acid ----- def ----- Defense +25 (+6 eff.) Resists +15% temporal Mind.save +3 (+1 eff.) Max.HP +68.00 Disarm- +26% Confus- +20% Pinning- +30% Knockbk- +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Crit.chn- 15.00% Die.at -20.00 life ---------- misc Masteries +0.13 Technique/Combat techniques Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +11 Str +8 Dex +7 Mag +10 Wil +7 Cun +6 Con Sharp, short and deadly. |
Around 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. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +9% physical Acc +17 (+4 eff.) Apr +9 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +16% cold +3% light +5% arcane Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -687 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1374 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -671 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1342 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 865% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 707% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 161.41 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 67 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +20% ---------- misc Masteries +0.10 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +18% light Res.pen +25% mind ----- def ----- Resists +5% arcane +18% fire Max.HP +60.00 Disease- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% arcane Phasing +20% ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +40.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +12% Cut- +40% Stun/Frz- +28% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +15% light +13% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +8 Wil dps ---------- Mind.pwr +30 (+10 eff.) Melee+ 8 light 7 darkness Dmg.mod +6% lightning +9% temporal +9% light +9% darkness Res.pen +10% lightning On Melee Ret: * 6% chance to reduce damage dealt by 24% * 9% chance to blind ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) Melee Ret 8 arcane ----- def ----- Armour +10 Defense +20 (+5 eff.) Blind- +20% ---------- misc Max.stam +20.00 Masteries +0.22 Technique/Duelist Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +15% nature Melee Ret 10 nature On Hit (Melee): * 10% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +16% nature +14% blight Poison- +24% Disease- +24% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 6 nature ----- def ----- Resists +10% darkness +3% nature +10% light Blind- +50% ---------- misc Infravis +7 Sight +4 See.Invis +12 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Dmg.mod +18% nature +6% darkness Acc +30 (+8 eff.) ----- def ----- Resists +28% light +16% darkness Heal.mod +10% Blind- +30% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +21% fire Res.pen +10% cold ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +7% S.pwr/crit +6 Dmg.mod +12% arcane Res.pen +25% temporal Phasing +20% On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +6% acid ---------- misc Max.mana +100.00 Masteries +0.28 Technique/Battle tactics Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +18% physical ----- def ----- Armour +12 ---------- misc Max.stam +30.00 Light +3 Masteries +0.28 Technique/Thuggery Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str dps ---------- Res.pen +15% light Acc +30 (+8 eff.) ----- def ----- Armour +4 Resists +18% lightning Heal.mod +19% Cut- +50% Stun/Frz- +29% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% arcane +21% cold Res.pen +20% cold +10% arcane +10% fire ----- def ----- Resists +6% fire +9% cold Phys.save +14 (+5 eff.) Max.HP +46.00 HP.reg +6.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% light +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +3% light ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ---------- misc Masteries +0.20 Technique/Battle tactics Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Str +4 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +15% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +5 Dex +5 Wil +6 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +9% acid +9% light +12% mind Res.pen +29% acid +15% mind Melee Ret 6 light Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Res.pen +5% fire ----- def ----- Resists +6% mind Silence- +22% ---------- misc Mana/turn +0.13 Max.psi +20.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% temporal +11% darkness +3% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +31% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Acc +4 (+1 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Max.HP +50.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Wil +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +18% blight Max.HP +28.00 Disarm- +30% Pinning- +28% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 4 blight ----- def ----- Defense +25 (+6 eff.) Resists +6% nature Crit.chn- 10.00% Mind.save +8 (+3 eff.) Confus- +28% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight Res.pen +15% cold ----- def ----- Resists +10% blight +9% acid Phys.save +18 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +16 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +24% mind Res.pen +25% mind ----- def ----- Resists +6% mind Mind.save +8 (+3 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -5% Resists +24% cold ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() pixie's steel ring of tenacity 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Max.HP +24.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% nature +9% blight Melee Ret 10 arcane ----- def ----- Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Confus- +28% ---------- misc Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% lightning +20% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Blind- +42% ---------- misc Infravis +6 See.Stealth +14 See.Invis +11 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Res.pen +25% mind Acc +8 (+2 eff.) Melee Ret 10 light ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight +6% mind Res.pen +25% acid +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +16% blight +9% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +8% Mind.pwr +15 (+5 eff.) Dmg.mod +13% darkness +12% mind Res.pen +25% mind ----- def ----- Resists +26% darkness Mind.save +15 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Dex dps ---------- Dmg.mod +15% light Res.pen +10% physical Apr +2 Melee Ret 10 arcane 4 mind ----- def ----- Resists +30% light ---------- misc Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +10 Mag +5 Wil dps ---------- Spell.pwr +8 (+1 eff.) Melee+ 16 light Ranged+ 25 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +15.00 Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag +6 Wil +11 Cun dps ---------- Spell.pwr +15 (+3 eff.) Res.pen +25% arcane +25% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +3% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Armour +3 Resists +3% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Resists +8% nature +7% blight Poison- +15% Disease- +16% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Resists +4% all Spell.save +12 (+4 eff.) ---------- misc Max.stam +17.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +48 (+8 eff.) Dmg.mod +13% mind +12% blight Res.pen +15% blight +5% arcane ----- def ----- Armour +4 Resists +13% mind +4% all Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mov.spd +12% Acc +7 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 5.7 Pwr.cost 33 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 43% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +15 (+4 eff.) Resists +6% mind +6% temporal Phys.save +9 (+3 eff.) Max.HP +80.00 Blind- +38% ---------- misc Infravis +5 See.Stealth +11 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +13 (+3 eff.) Apr +10 ----- def ----- Defense +18 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +2 Mag dps ---------- Melee+ 11 light Ranged+ 16 light Dmg.mod +11% light Acc +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +6 Wil +7 Cun +6 Con dps ---------- Dmg.mod +15% nature Acc +13 (+3 eff.) ----- def ----- Resists +30% nature +12% cold Mind.save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+5 eff.) Dmg.mod +13% fire +6% all On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +9% lightning +9% light +3% blight +26% fire +6% nature Spell.save +10 (+3 eff.) ---------- misc Max.stam +29.00 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+3 eff.) Res.pen +15% arcane +20% light Melee Ret 10 arcane 6 acid ----- def ----- Resists +5% arcane +9% light Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +30 blight +21 mind On Hit: * 25% chance to reduce all saves and defense by 29 * 40% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Resists +9% darkness +3% cold Blind- +10% Disease- +20% Teleport- +10% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +4.5% Atk.spd 100% Phasing +14% Melee+ +8 darkness On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +12% mind ----- def ----- Resists +3% darkness One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex 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 (+4 eff.) Phys.save +15 (+5 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. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +7 Mag +6 Wil +5 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Str +6 Dex +6 Mag +5 Wil +5 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. This object's appearance was changed to Kinetic Spike. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 30.5 - 39.6 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +9% physical Acc +27 (+7 eff.) Apr +9 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +8 (+2 eff.) Resists +12% temporal +3% fire Disarm- +29% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +9 acid +13 nature On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Res.pen +14% acid +16% nature Apr +5 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Disrupt Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +15% Unnatural While equipped: Stats +8 Str +8 Dex +11 Mag +9 Wil +6 Cun +7 Con Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Disrupt Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 nature On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Disrupt/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 56% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +7% physical +9% all Acc +9 (+2 eff.) Apr +9 ----- def ----- Disarm- +14% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 43.0 - 55.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +39% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +44 fire While equipped: Stats +11 Con +10 Wil dps ---------- All.spd +3% Res.pen +20% fire ----- def ----- Max.HP +30.00 Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 7 acid Dmg.mod +4% nature +5% acid Res.pen +3% nature +5% acid ----- def ----- Resists +3% nature +6% acid HP.reg +2.00 ---------- 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 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun 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 (+3 eff.) Dmg.mod +10% lightning +8% physical +12% darkness +4% cold +9% mind Res.pen +9% mind +12% darkness ----- def ----- Defense +16 (+4 eff.) Pinning- +23% ---------- misc Max.hate +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. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +6% Mind.pwr +30 (+10 eff.) Dmg.mod +21% nature +9% lightning Res.pen +20% lightning +20% cold ----- def ----- Resists +21% lightning +31% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +28% physical +15% cold Melee Ret 4 fire ----- def ----- Resists +8% lightning +13% physical +15% light +9% blight +10% cold +11% all Max.HP +63.00 HP.reg +1.50 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Dex +6 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +12% lightning +5% arcane +11% all Poison- +22% Disease- +31% ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +20% temporal +8% all ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +9% blight +20% temporal +6% acid +15% all Phys.save +26 (+9 eff.) Max.HP +80.00 Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.17 to 156.51 lightning damage (104.34 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +6 Str +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +15 (+4 eff.) Fatigue +8% Phys.save +10 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +10% blight +6% physical +19% darkness Phys.save +10 (+3 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +20 Defense +20 (+5 eff.) Fatigue +8% Resists +22% fire +10% physical Mind.save +15 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun dps ---------- Phys.crit +6.0% Mind.crit +3% Crit.mult +18.00% Phys.pwr +10 (+3 eff.) Res.pen +10% acid ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +14% blight +18% nature +15% acid Max.HP +56.00 HP.reg +14.70 Heal.mod +18% ---------- misc Max.psi +30.00 A suit of armour made of leather. This object's appearance was changed to Scale Mail of Kroltar. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +3 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Max.HP +30.00 ---------- misc Light +2 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 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +6% lightning +12% cold +18% fire Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 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 [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +18% physical Res.pen +5% cold Acc +5 (+1 eff.) Apr +9 On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +2 (+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 feet armor [Rare] Master While equipped: Stats +2 Str +10 Mag dps ---------- Melee Ret 6 nature ----- def ----- Armour +3 Fatigue -5% Phys.save +7 (+2 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +11 (+4 eff.) Rush: Puts all charms on 21 cooldown Level 4.3 Pwr.cost 21 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature While equipped: dps ---------- Melee+ 8 acid 8 cold 5 physical Dmg.mod +4% acid +5% cold +18% light +5% physical Res.pen +5% light ----- def ----- Armour +8 Resists +6% acid +7% cold ---------- misc Light +1 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +5 acid +7 physical +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Corrosive Breath 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +2 Resists +6% blight Phys.save +10 (+3 eff.) Spell.save +11 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +10 Crit +9.0% Atk.spd 100% On Hit: 10% Set Up 3 On Hit: * 13% chance to slow global speed by 56% * 13% chance to reduce armor by 12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% fire Acc +10 (+3 eff.) Melee Ret 4 cold ----- def ----- Armour +4 HP.reg +3.00 ---------- misc Stam/turn +3.80 Max.stam +18.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Res.pen +10% physical Acc +17 (+4 eff.) Apr +2 Melee Ret 8 darkness ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +24% Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Resists +8% blight +8% darkness +8% arcane Affinity +8% nature Spell.save +27 (+9 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: 20% Call of the Ooze 2 On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Con dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +3 Phys.save +21 (+7 eff.) Spell.save +21 (+7 eff.) Mind.save +6 (+2 eff.) Disarm- +32% Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +12 physical On Hit: 10% Juggernaut 1 On Hit: * 23 arcane resource burn Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Mind.crit +2% ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +6% fire +9% cold Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.psi +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +12% cold ----- def ----- Defense +2 (+0 eff.) Resists +18% cold ---------- misc Psi/turn +0.14 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +2 Str +2 Mag +8 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +7% blight ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Dex +6 Wil +7 Cun dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Crit.chn- 10.00% Mind.save +9 (+3 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +20% lightning ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Resists +12% acid +2% physical +6% darkness +12% fire +22% cold Blind- +20% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil ----- def ----- Armour +7 Defense +30 (+7 eff.) Fatigue +3% Resists +5% arcane Mind.save +7 (+2 eff.) Max.HP +100.00 Stun/Frz- +20% Teleport- +20% ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +7 (+2 eff.) A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +5% arcane +3% mind +3% all Spell.save +6 (+2 eff.) Max.HP +40.00 Confus- +20% Teleport- +20% ---------- 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 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.(102 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +9% acid +9% nature Max.HP +54.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 [Rare] Master While equipped: Stats +3 Str +7 Mag +1 Con dps ---------- Res.pen +10% arcane ----- def ----- Fatigue -5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +8 (+2 eff.) ---------- misc Infravis +4 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 (+1 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 25 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 166 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 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +6% temporal Acc +15 (+4 eff.) ----- def ----- Mind.save +18 (+6 eff.) Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +5% arcane +1% physical Phys.save +6 (+2 eff.) Poison- +20% ---------- misc See.Invis +9 Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 19% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% cold ----- def ----- Defense +10 (+2 eff.) Resists +12% mind +9% darkness Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 226 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Dex +7 Cun dps ---------- Dmg.mod +6% blight Melee Ret 4 blight ----- def ----- Resists +15% blight +6% light Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Cun +5 Mag dps ---------- Dmg.mod +12% acid +6% physical Apr +4 Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 12% ---------- misc Stam/turn +2.00 Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% blight Res.pen +15% blight Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 623 Base Damage: 245 Armor: 6 All Resist: 8 Puts all charms on 21 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +2 Str +1 Dex +1 Con dps ---------- Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ---------- misc See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 13 cooldown 100% to heal for 60. 100% to increase all damage penetration by 22% for 2 turns. 100% to gain a 26% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% cold Mind.save +6 (+2 eff.) Create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 33% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Pochero the Cornac Marauder level 37
51st Regrowth 124th year of Ascendancy at 00:39 see stats
By Pochero the Cornac Marauder level 30
21st Dusk 123rd year of Ascendancy at 12:55 see stats
By Pochero the Cornac Marauder level 37
49th Regrowth 124th year of Ascendancy at 10:35 see stats
By Pochero the Cornac Marauder level 34
12nd Regrowth 124th year of Ascendancy at 03:08 see stats
By Pochero the Cornac Marauder level 7
1st Summertide 122nd year of Ascendancy at 22:40 see stats
By Pochero the Cornac Marauder level 35
24th Regrowth 124th year of Ascendancy at 01:17 see stats
By Pochero the Cornac Marauder level 23
38th Pyre 123rd year of Ascendancy at 20:02 see stats
By Pochero the Cornac Marauder level 35
31st Regrowth 124th year of Ascendancy at 17:21 see stats
By Pochero the Cornac Marauder level 30
21st Dusk 123rd year of Ascendancy at 10:58 see stats
By Pochero the Cornac Marauder level 10
8th Dusk 122nd year of Ascendancy at 22:58 see stats
By Pochero the Cornac Marauder level 20
47th Regrowth 123rd year of Ascendancy at 20:02 see stats
By Pochero the Cornac Marauder level 30
18th Dusk 123rd year of Ascendancy at 06:21 see stats
By Pochero the Cornac Marauder level 27
66th Pyre 123rd year of Ascendancy at 00:52 see stats
By Pochero the Cornac Marauder level 29
7th Dusk 123rd year of Ascendancy at 04:43 see stats
By Pochero the Cornac Marauder level 7
9th Flare 122nd year of Ascendancy at 08:57 see stats
By Pochero the Cornac Marauder level 30
21st Dusk 123rd year of Ascendancy at 12:55 see stats
By Pochero the Cornac Marauder level 32
45th Haze 123rd year of Ascendancy at 23:33 see stats
By Pochero the Cornac Marauder level 13
2nd Wintertide 123rd year of Ascendancy at 00:44 see stats
By Pochero the Cornac Marauder level 32
45th Haze 123rd year of Ascendancy at 01:51 see stats
By Pochero the Cornac Marauder level 29
18th Dusk 123rd year of Ascendancy at 01:34 see stats
By Pochero the Cornac Marauder level 18
18th Regrowth 123rd year of Ascendancy at 09:58 see stats
By Pochero the Cornac Marauder level 36
48th Regrowth 124th year of Ascendancy at 15:38 see stats
Log
Pochero wears (replacing yew totem of summon tentacle 'Strikeobeisance' [power 245] (3/21 cooldown)): Eye of the Dreaming One =sleep=.
Pochero is plagued by inner demons!
Pochero is stunned!
Pochero succumbs to the nightmare!
Pochero aims less carefully.
Waking Nightmare from Elydath the orc archer hits Pochero for (36 antimagic), 53 darkness (53 total damage).
Pochero picks up ( .): Glitterveil the dwarven-steel mace (28-39 power, 4 apr).
Pochero succumbs to the nightmare!
Pochero feels pain again.
Talent Rush is ready to use.
Talent Blinding Powder is ready to use.
Talent Dig is ready to use.
Talent Unstoppable is ready to use.
Waking Nightmare from Elydath the orc archer hits Pochero for (36 antimagic), 53 darkness (53 total damage).
Pochero succumbs to the nightmare!
Waking Nightmare from Elydath the orc archer hits Pochero for (36 antimagic), 62 darkness (62 total damage).
Pochero reacts to an attack from Something, mitigating the blow!.
Pochero is recovering from the damage!
Pochero is on fire!
Something hits Pochero for (152 reacted , -5 stam), 301 physical, 58 mind, (20 antimagic), 0 fire, (18 antimagic), 0 lightning, 14 physical (372 total damage).
Pochero succumbs to the nightmare!
Pochero recovers sight.
Burning from Elydath the orc archer hits Pochero for (7 antimagic), 0 fire (0 total damage).
Waking Nightmare from Elydath the orc archer hits Pochero for (36 antimagic), 56 darkness (56 total damage).
Pochero reacts to an attack from Something, mitigating the blow!.
Something hits Pochero for (30 parried), (189 reacted , -5 stam), 373 physical (373 total damage).
Pochero the level 38 cornac marauder was pierced to death by Elydath the orc archer on level 1 of Lost Dwarven Kingdom of Reknor.
Pochero no longer revels in blood quite so much.