








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 28 / 42% |
Size | medium |
Lifes / Deaths | Killed by searing horror at level 28 on the 11st Pyre 123rd year of Ascendancy at 02:08 / 1 |
Primary Stats
Strength | 52 (base 22) |
Dexterity | 43 (base 10) |
Constitution | 17 (base 10) |
Magic | 83 (base 60) |
Willpower | 10 (base 10) |
Cunning | 87 (base 41) |
Resources
Life | -164/797 |
Mana | 190/422 |
Stamina | 171/211 |
Healing Factor | 1.0629415192739 |
Regeneration | 7.706326014736 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 6 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 73 |
Accuracy | 69 |
Crit Chance | 43% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +50% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +20% |
Lightning | +15% |
Fire | +10% |
Mind | +30% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 8 |
Physical Save | 37 |
Spell Save | 30 |
Mental Save | 36 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 9%( 70%) |
Physical | + 8%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 17%( 70%) |
Light | + 9%( 70%) |
Temporal | + 8%( 70%) |
Fire | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 996% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 light, 3 blight, 5 cold, 4 darkness |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by Eilinessra the lesser vampire. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 20. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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] Nature While equipped: dps ---------- Acc +20 (+5 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +5% temporal +9% light ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. This object's appearance was changed to pair of iron boots. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +5% mind Acc +15 (+3 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% darkness Apr +2 On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue +3% Resists +3% acid A cap made of leather. This object's appearance was changed to Helm of Knowledge. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Spell.save +9 (+5 eff.) Die.at -40.00 life Max.HP +80.00 ---------- misc Psi/ret +0.16 Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% darkness +15% lightning ----- def ----- Resists +9% lightning +15% fire HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Res.pen +25% mind Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Resists +6% acid ---------- misc Psi/ret +0.16 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% 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! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Acc +15 (+3 eff.) ----- def ----- Resists +3% temporal Max.HP +31.00 HP.reg +2.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +5% Spell.pwr +19 (+4 eff.) Dmg.mod +12% mind +42% lightning Melee Ret 8 mind ----- def ----- Resists +15% fire ---------- misc Psi/ret +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Tirakai's Maul. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +15.0% Spell.crit +13% Mind.crit +6% Crit.mult +7.00% Acc +10 (+2 eff.) Apr +3 ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Invisible. |
Main armor | ![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) S.pwr/crit +10 ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +8% physical Phys.save +18 (+7 eff.) ---------- misc Max.mana +100.00 A suit of armour made of leather. This object's appearance was changed to steel plate armour. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +35 (+9 eff.) Resists +9% blight +3% cold Phys.save +7 (+3 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Crit.mult +15.00% Spell.pwr +30 (+6 eff.) Mov.spd +10% Res.pen +10% fire ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Vim/s.crit +1.00 Max.mana +60.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 806% for 10 turns (0 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% blight +3% fire Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% fire Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +6% cold +5% lightning Acc +7 (+1 eff.) Apr +12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +29.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% 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 [Rare] Nature While equipped: Stats +1 Str +3 Wil +1 Cun +3 Con dps ---------- Dmg.mod +15% cold Res.pen +20% nature ----- def ----- Resists +3% lightning +30% cold +9% blight Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +9.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +7 Str dps ---------- Mind.crit +4% Dmg.mod +19% physical Acc +12 (+3 eff.) ----- def ----- Resists +3% mind ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.hate +8.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Resists +6% acid +3% fire +6% blight Disease- +36% Stun/Frz- +20% Teleport- +20% ---------- misc See.Invis +3 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Psionic Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +9 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Res.pen +6% physical Acc +7 (+1 eff.) Apr +10 ----- def ----- Max.HP +28.00 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +16% physical Acc +13 (+3 eff.) Apr +17 ----- def ----- Defense +5 (+1 eff.) Resists +6% light Cut- +20% Disarm- +20% Knockbk- +10% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% 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) Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 36 While equipped: Stats +4 Cun +3 Wil dps ---------- Spell.crit +2% Mind.crit +2% Crit.mult +10.00% Spell.pwr +15 (+3 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +6% arcane +9% blight Res.pen +20% blight On Hit (Melee): * 20% chance to reduce damage dealt by 28% ---------- misc Vim/s.crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +3 Con dps ---------- Spell.crit +10% Crit.mult +12.00% Phys.pwr +15 (+3 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire +15% physical +9% cold ----- def ----- Armour +8 Resists +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +14 (+3 eff.) Dmg.mod +19% lightning +9% cold Res.pen +15% blight +10% cold ----- def ----- Resists +10% lightning +9% cold ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature +20 darkness While equipped: Stats +5 Str +2 Dex +4 Mag ---------- misc Light +2 Infravis +2 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 acid On Crit.r2 +20 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +25% acid ----- def ----- Resists +6% acid +15% cold One-handed war axes. |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) ----- def ----- Defense +15 (+4 eff.) Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. This object's appearance was changed to Invisible. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Mind.crit +4% Mind.pwr +9 (+2 eff.) Dmg.mod +25% mind Res.pen +13% mind Apr +5 ----- def ----- Armour +8 Resists +13% all Phys.save +18 (+7 eff.) ---------- misc Stam/turn +3.00 Psi/turn +0.69 Max.stam +20.00 Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +16% acid +18% physical +22% fire ----- def ----- Resists +27% acid +18% physical +6% light +33% fire +13% all Crit.chn- 10.00% Max.HP +60.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +24 (+6 eff.) Res.pen +10% fire Melee Ret 4 fire ----- def ----- Resists +9% all Mind.save +18 (+7 eff.) ---------- misc Hate/m.crit +2.00 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% all ----- def ----- Resists +12% darkness +13% mind +13% all Phys.save +13 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +27 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con +2 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% ---------- misc Stam/turn +0.70 Max.stam +21.00 Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +2 Resists +12% lightning +18% acid Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +6 (+1 eff.) Apr +7 On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +24 (+11 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 7 arcane 10 temporal Ranged+ 7 temporal Dmg.mod +5% arcane +4% temporal ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Wil dps ---------- Mind.crit +2% Dmg.mod +15% arcane +6% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Defense +2 (+0 eff.) ---------- misc Max.mana +44.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Mag +2 Wil +5 Con dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Phasing +30% Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +3% Resists +3% fire ---------- misc Mana/turn +0.04 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +2 Con dps ---------- Res.pen +25% cold ----- def ----- Armour +3 Fatigue +3% Phys.save +18 (+7 eff.) ---------- misc See.Invis +12 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% light Melee Ret 8 light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% mind +12% temporal Mind.save +17 (+7 eff.) ---------- misc Light +3 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% acid +6% fire +9% light Mind.save +9 (+4 eff.) HP.reg +3.50 Silence- +10% Stun/Frz- +20% ---------- misc Stam/turn +1.40 Max.stam +30.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +2 Dex +6 Wil +3 Con dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Melee Ret 10 nature ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% nature ---------- misc Infravis +2 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% lightning +13% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire HP.reg +3.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Cun dps ---------- Crit.mult +15.00% Dmg.mod +12% light Res.pen +10% mind ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +9% physical +8% cold +6% lightning +7% fire ---------- misc Max.psi +20.00 Light +3 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +1 Con dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +21 Fatigue +16% Resists +19% acid +6% temporal +3% nature Phys.save +7 (+3 eff.) ---------- misc Max.stam +10.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% physical Phys.save +13 (+5 eff.) A suit of armour made of metal plates. |
![]() 3.0 T2 arrow ammo [Rare] Disrupt Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +16 mind Against +23% Unliving +18% Unnatural On Hit.r1 +20 mind On Crit.r2 +8 mind On Hit: * 20% chance to slow global speed by 63% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Master Power 67.5 - 94.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Ranged+ +20 fire +8 light +20 arcane On Hit.r1 +20 light On Crit.r2 +8 light Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 170.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 170.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 245.16 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T3 shot ammo [Ego+] Nature Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 231 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 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 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Legaci the Skeleton Arcane Blade level 21
36th Haze 122nd year of Ascendancy at 13:26 see stats
By Legaci the Skeleton Arcane Blade level 24
21st Regrowth 123rd year of Ascendancy at 12:24 see stats
By Legaci the Skeleton Arcane Blade level 17
1st Time of Equilibrium 122nd year of Ascendancy at 08:13 see stats
By Legaci the Skeleton Arcane Blade level 22
72nd Haze 122nd year of Ascendancy at 15:05 see stats
By Legaci the Skeleton Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 01:42 see stats
By Legaci the Skeleton Arcane Blade level 20
21st Haze 122nd year of Ascendancy at 05:48 see stats
By Legaci the Skeleton Arcane Blade level 21
24th Haze 122nd year of Ascendancy at 23:46 see stats
By Legaci the Skeleton Arcane Blade level 27
41st Regrowth 123rd year of Ascendancy at 20:32 see stats
By Legaci the Skeleton Arcane Blade level 25
26th Regrowth 123rd year of Ascendancy at 21:29 see stats
By Legaci the Skeleton Arcane Blade level 18
6th Haze 122nd year of Ascendancy at 05:10 see stats
By Legaci the Skeleton Arcane Blade level 28
10th Pyre 123rd year of Ascendancy at 15:00 see stats
By Legaci the Skeleton Arcane Blade level 15
16th Dusk 122nd year of Ascendancy at 22:26 see stats
By Legaci the Skeleton Arcane Blade level 22
8th Decay 122nd year of Ascendancy at 20:00 see stats
By Legaci the Skeleton Arcane Blade level 22
5th Decay 122nd year of Ascendancy at 23:33 see stats
Log
Radiant horror reflects damage back to Legaci!
Radiant horror reflects damage back to Legaci!
Luminous horror hits Legaci for 33 lightning damage.
Radiant horror hits Legaci for 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Searing horror for 44 lightning, 47 lightning (91 total damage).
Thunderstorm hits Luminous horror for 60 lightning damage.
Thunderstorm hits Radiant horror for (56 absorbed), 0 lightning, (64 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Radiant horror for 56 lightning, 60 lightning, 64 lightning (180 total damage).
Radiant horror hits Legaci for 31 lightning, 34 lightning, 36 lightning (100 total damage).
Legaci casts Phase Door.
Luminous horror reflects damage back to Searing horror!
Searing horror HEALS from fire damage!
Radiant horror reflects damage back to Searing horror!
Radiant horror HEALS from light damage!
Radiant horror HEALS from fire damage!
Radiant horror reflects damage back to Searing horror!
Radiant horror HEALS from light damage!
Radiant horror HEALS from fire damage!
Luminous horror hits Searing horror for 0 fire, 3 healing (0 total damage) [3 healing].
Radiant horror hits Searing horror for 0 fire, 0 light (0 total damage).
Searing horror's blazing light area effect hits Luminous horror for 9 fire damage.
Searing horror's blazing light area effect hits Radiant horror for (9 absorbed), 0 fire, 8 healing, 0 light, 7 healing (0 total damage) [16 healing].
Searing horror's blazing light area effect hits Radiant horror for 9 fire, 8 healing, 0 light, 7 healing (9 total damage) [16 healing].
Radiant horror hits Searing horror for 0 fire, 3 healing, 0 light (0 total damage) [3 healing].
Legaci is pulled in!
Legaci can barely stand!
Searing horror's Body of Fire hits Legaci for 74 fire damage.
Legaci the level 28 skeleton arcane blade was combusted to death by a searing horror on level 1 of Ruined Dungeon.
The furious lightning storm around Legaci calms down and disappears.