











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
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 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 42 / 73% |
Size | big |
Lifes / Deaths | Killed by investigator at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:19 0 / 7Killed by Forest Troll Hedge-Wizard at level 9 on the 5th Mirth 122nd year of Ascendancy at 18:46 Killed by corrupted skeleton warrior at level 24 on the 7th Decay 122nd year of Ascendancy at 11:59 Killed by The Master at level 33 on the 79th Pyre 123rd year of Ascendancy at 04:50 Killed by elder vampire at level 33 on the 79th Pyre 123rd year of Ascendancy at 06:39 Killed by Lisimira the whitehoof ghoul at level 34 on the 9th Mirth 123rd year of Ascendancy at 09:39 Killed by Xith the orc pyromancer at level 39 on the 58th Haze 123rd year of Ascendancy at 09:16 |
Primary Stats
Strength | 77 (base 59) |
Dexterity | 59 (base 33) |
Constitution | 28 (base 18) |
Magic | 95 (base 63) |
Willpower | 39 (base 20) |
Cunning | 38 (base 10) |
Resources
Life | 1389/1389 |
Stamina | 275/296 |
Vim | 174/191 |
Healing Factor | 1.5156298990387 |
Regeneration | 14.019576566108 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 118 |
Accuracy | 89 |
Crit Chance | 90% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 89 |
Crit Chance | 92% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +13% |
Arcane | +16% |
Cold | +17% |
All | 0% |
Temporal | +21% |
Physical | +27% |
Fire | +40% |
Mind | +12% |
Offense: Damage Penetration
Darkness | +35% |
Light | +30% |
Temporal | +30% |
Fire | +50% |
Physical | +50% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 30.723073231957 (49.007671158813%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 48 |
Mental Save | 44 |
Defense: Resistances
Acid | + 58%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 35%( 70%) |
All | + 23%( 70%) |
Lightning | + 35%( 70%) |
Light | + 32%( 70%) |
Temporal | + 32%( 70%) |
Fire | + 57%( 70%) |
Physical | + 35%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 0% |
Silence Resistance | 42% |
Confusion Resistance | 91% |
Stun Resistance | 100% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 672 damage for 5 turns. Its effects scale with your Magic 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 928% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Corruption / Shadowflame | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Eternal Suffering |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Precise Strikes |
talent | Abyssal Shield |
beneficial effect | Increases defense by 16. Mobile Defense |
beneficial effect | The target's accuracy is improved by 67. Perfect Accuracy |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by multi-hued drake. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
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 talent Track (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 426. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed multi-hued wyrm scale. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +25% Dmg.mod +12% mind Res.pen +10% mind Apr +8 On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Silence- +32% Confus- +37% Stun/Frz- +34% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Res.pen +10% darkness +20% physical Apr +4 ----- def ----- Phys.save +8 (+3 eff.) Die.at -80.00 life Heal.mod +22% ---------- misc Stam/turn +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +7 Wil +6 Con dps ---------- Spell.crit +3% Dmg.mod +13% blight +16% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +5 Fatigue +5% Crit.chn- 15.00% Phys.save +36 (+12 eff.) Mind.save +14 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +18.0% Spell.crit +5% Mind.crit +19% Crit.mult +11.00% Melee+ 7 acid 7 fire 8 cold 5 lightning ----- def ----- Armour +3 Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Atk.spd 100% Melee+ +16 ice +28 fire +6 acid +19 lightning On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 4 fire ----- def ----- Resists +27% acid +9% fire +15% lightning Spell.save +18 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +3 Wil +8 Cun dps ---------- S.pwr/crit +4 Melee+ 19 physical Ranged+ 24 physical Phasing +20% Acc +12 (+2 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 20 On Hit (Ranged): * 17% chance to reduce all saves and defense by 20 ----- def ----- Defense +15 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +83.00 HP.reg +9.00 Heal.mod +15% Disease- +20% Stun/Frz- +30% ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Str +9 Dex +7 Wil +14 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +9 (+4 eff.) Res.pen +5% light +5% physical Acc +12 (+2 eff.) ----- def ----- Resists +12% light Mind.save +12 (+4 eff.) Confus- +44% Stun/Frz- +30% ---------- misc Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +16.00% Acc +38 (+6 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +30 (+6 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 199.26 fire damage, and flames will be left dealing a further 46.27 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +12.0% Mind.crit +8% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +11.0% Phys.pwr +8 (+2 eff.) Phys.spd +10% Acc +15 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% physical +12% temporal Acc +25 (+4 eff.) Apr +6 Melee Ret 6 temporal ----- def ----- Defense +2 (+0 eff.) Max.HP +32.00 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 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% acid +21% physical +17% cold +9% temporal +14% fire Res.pen +5% temporal ----- def ----- Resists +18% acid +15% physical +12% temporal +16% cold +15% fire +13% all Blind- +20% Silence- +10% Stun/Frz- +20% Teleport- +10% ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 972% 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 Magic 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 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 611 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. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 13 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 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 426.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 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 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 13 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +11% fire +14% cold Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +8 Wil dps ---------- Dmg.mod +6% light Res.pen +20% light ----- def ----- Resists +9% light +15% fire Crit.chn- 15.00% Phys.save +22 (+8 eff.) Spell.save +21 (+7 eff.) Mind.save +22 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Dex +8 Mag +4 Wil dps ---------- Spell.crit +7% S.pwr/crit +6 Dmg.mod +6% arcane ---------- misc Vim/s.crit +2.00 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +4 Mag dps ---------- Apr +2 ----- def ----- Armour +8 Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (150). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +11 Str dps ---------- Apr +3 ----- def ----- Resists +18% light +15% temporal Crit.chn- 15.00% Die.at -60.00 life HP.reg +4.13 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Dex +11 Mag +3 Wil dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +20% physical Acc +16 (+2 eff.) ---------- misc Stam/turn +3.00 See.Invis +15 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 [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 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +12% darkness +6% physical ----- def ----- Defense +25 (+5 eff.) Fatigue -6% ---------- misc Max.enc +27 Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.37 cold and 16.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +11 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 20 light Ranged+ 19 light Dmg.mod +15% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% temporal Acc +8 (+1 eff.) ----- def ----- Resists +11% temporal Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% light ----- def ----- Defense +4 (+1 eff.) Resists +24% light Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +31% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +27% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+1 eff.) Apr +9 ----- def ----- Defense +12 (+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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: dps ---------- Res.pen +10% all Acc +10 (+1 eff.) ----- def ----- Max.HP +58.00 HP.reg +17.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +64.00 HP.reg +13.00 Heal.mod +14% Poison- +18% Disease- +21% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +79.00 HP.reg +14.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 58.0 - 87.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 86 lightning damage (1/turn) On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) Dmg.mod +28% lightning Res.pen +24% lightning Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 59.5 - 89.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 86 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +28% cold Res.pen +27% cold Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +20 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: dps ---------- Dmg.mod +18% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 * 20% chance to reduce armor by 35% * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% mind Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 49.0 - 63.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +13.0% Atk.spd 100% On Hit.r1 +12 arcane +20 physical On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +6 Dex dps ---------- Dmg.mod +18% physical Res.pen +15% arcane ---------- misc Max.stam +30.67 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +5 fire On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) All.spd +5% Res.pen +17% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 40.0 - 52.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Dmg.mod +12% darkness Res.pen +15% physical ----- def ----- Armour +8 Die.at -80.00 life Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 77 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Con +17 Wil ----- def ----- Max.HP +51.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 50 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Hit.r1 +12 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +10 Dex +5 Mag +7 Wil +7 Cun +5 Con ----- def ----- Resists +3% cold +3% fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 86 fire damage (1/turn) While equipped: dps ---------- Phys.crit +19.0% Crit.mult +20.00% Dmg.mod +17% fire Res.pen +24% fire Apr +13 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Con dps ---------- Phys.crit +16.0% Phys.pwr +29 (+7 eff.) Res.pen +14% physical ----- def ----- Disarm- +28% Massive two-handed swords. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +7 Wil +9 Con dps ---------- Phys.pwr +11 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% darkness Phys.save +10 (+4 eff.) ---------- misc Infravis +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +6 Lck dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Stealth +7 ---------- misc T.Disarm +16 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +15 (+4 eff.) Mind.pwr +30 (+11 eff.) Acc +25 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +12 Defense +18 (+4 eff.) Phys.save +14 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +18 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -8% Resists +7% acid +7% fire +7% lightning +6% cold Max.HP +40.00 ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +10 Mag dps ---------- Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +24% temporal +18% physical Res.pen +13% temporal +7% physical ----- def ----- Resists +15% all Anom.red +13 Silence- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +5% acid +15% physical +16% fire +6% cold ----- def ----- Resists +14% acid +10% physical +10% fire +14% cold +15% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +7% blight +7% all Max.HP +45.00 HP.reg +1.50 Heal.mod +13% Poison- +21% Disease- +22% 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 +9 Str +4 Mag +6 Con dps ---------- Dmg.mod +8% physical Res.pen +15% acid +20% temporal On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +4 Fatigue +3% Resists +3% temporal ---------- misc Light +2 Infravis +2 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Cun dps ---------- Mind.crit +2% Spell.pwr +10 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +5 Defense +14 (+3 eff.) Fatigue +4% Mind.save +9 (+3 eff.) ---------- misc Stam/turn +0.90 Max.stam +27.00 Max.psi +30.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +6 Con dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +18% arcane +18% blight Res.pen +20% arcane ----- def ----- Armour +14 Crit.chn- 15.19% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +10 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% acid +8% physical Res.pen +15% physical ----- def ----- Armour +8 Fatigue +3% Resists +6% acid Phys.save +9 (+3 eff.) ---------- misc Max.hate +10.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Mind.pwr +20 (+8 eff.) S.pwr/crit +6 Res.pen +10% arcane ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +29% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Crit.mult +20.00% Mind.pwr +30 (+11 eff.) Dmg.mod +15% light Acc +23 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% light Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +20.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% arcane +15% cold ----- def ----- Armour +12 Hardiness +8% Resists +9% physical ---------- misc Max.mana +40.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +6 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 11 arcane Dmg.mod +3% arcane ----- def ----- Armour +3 Resists +7% arcane Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +5 Crit +14.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Set Up 5 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +15 (+6 eff.) Dmg.mod +15% fire Res.pen +10% fire ----- def ----- Armour +7 Mind.save +11 (+4 eff.) Max.HP +57.00 ---------- misc Infravis +2 Unarmed combat: Power 25.0 - 27.5 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% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 11 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +4% arcane HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +14.00 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% Melee+ +7 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +20% fire +12% arcane +27% blight Res.pen +26% arcane Phasing +31% ----- def ----- Defense +3 (+1 eff.) Resists +30% fire ---------- misc Vim/s.crit +2.00 Max.mana +103.20 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +3.0% Crit.mult +15.00% Dmg.mod +9% acid +9% physical +12% darkness ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Mind.pwr +25 (+10 eff.) Dmg.mod +9% mind +12% physical Acc +15 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +2% physical ---------- misc Equi/ret +0.20 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% ----- def ----- Armour +7 Fatigue +1% Resists +9% nature +12% light +11% darkness Die.at -80.00 life A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +7 Dex +4 Wil +4 Cun +4 Con dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +4% Crit.chn- 15.00% ---------- misc See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% light +5% temporal +6% darkness +8% physical ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Phys.crit +15.0% Phys.pwr +9 (+2 eff.) Melee+ 9 acid Melee Ret 13 acid 2 blight ----- def ----- Armour +8 Fatigue +8% Resists +15% blight +18% physical Shield.near.proj +90 Proj.slow +34% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 (+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 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 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +3% darkness Acc +15 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +11% nature ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag dps ---------- Res.pen +20% light +10% fire ----- def ----- Resists +5% darkness +6% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +8 Dex +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +30% acid +6% temporal +6% blight ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +10 Max.HP +51.00 HP.reg +4.00 Disease- +20% Stun/Frz- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 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 169.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 169.21 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.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Apr +3 Melee Ret 2 mind ----- def ----- Resists +3% cold Max.HP +80.00 HP.reg +4.00 Blind- +29% Confus- +18% ---------- misc Light +8 See.Stealth +12 See.Invis +9 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 259/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 580.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% arcane +10% fire ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% nature Melee Ret 2 nature ----- def ----- Resists +3% light +6% darkness Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Dex +7 Cun +9 Con dps ---------- Dmg.mod +15% acid ----- def ----- Resists +9% mind ---------- misc Infravis +3 Blast the opponent's mind dealing 291 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 lightning damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Kvam the Ogre Doombringer level 35
3rd Flare 123rd year of Ascendancy at 05:43 see stats
By Kvam the Ogre Doombringer level 30
35th Pyre 123rd year of Ascendancy at 07:36 see stats
By Kvam the Ogre Doombringer level 34
1st Mirth 123rd year of Ascendancy at 01:40 see stats
By Kvam the Ogre Doombringer level 29
23rd Pyre 123rd year of Ascendancy at 12:00 see stats
By Kvam the Ogre Doombringer level 38
44th Dusk 123rd year of Ascendancy at 04:32 see stats
By Kvam the Ogre Doombringer level 37
41st Dusk 123rd year of Ascendancy at 09:24 see stats
By Kvam the Ogre Doombringer level 11
6th Flare 122nd year of Ascendancy at 01:04 see stats
By Kvam the Ogre Doombringer level 36
38th Dusk 123rd year of Ascendancy at 03:25 see stats
By Kvam the Ogre Doombringer level 23
58th Haze 122nd year of Ascendancy at 07:40 see stats
By Kvam the Ogre Doombringer level 21
48th Haze 122nd year of Ascendancy at 10:22 see stats
By Kvam the Ogre Doombringer level 31
63rd Pyre 123rd year of Ascendancy at 11:27 see stats
By Kvam the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 12:39 see stats
By Kvam the Ogre Doombringer level 30
35th Pyre 123rd year of Ascendancy at 07:06 see stats
By Kvam the Ogre Doombringer level 31
41st Pyre 123rd year of Ascendancy at 07:54 see stats
By Kvam the Ogre Doombringer level 10
6th Mirth 122nd year of Ascendancy at 08:45 see stats
By Kvam the Ogre Doombringer level 20
46th Haze 122nd year of Ascendancy at 17:49 see stats
By Kvam the Ogre Doombringer level 30
24th Pyre 123rd year of Ascendancy at 15:35 see stats
By Kvam the Ogre Doombringer level 40
60th Haze 123rd year of Ascendancy at 07:22 see stats
By Kvam the Ogre Doombringer level 22
49th Haze 122nd year of Ascendancy at 07:08 see stats
By Kvam the Ogre Doombringer level 18
56th Dusk 122nd year of Ascendancy at 04:25 see stats
By Kvam the Ogre Doombringer level 27
3rd Allure 123rd year of Ascendancy at 12:55 see stats
By Kvam the Ogre Doombringer level 35
34th Dusk 123rd year of Ascendancy at 07:56 see stats
By Kvam the Ogre Doombringer level 27
8th Allure 123rd year of Ascendancy at 08:11 see stats
By Kvam the Ogre Doombringer level 37
38th Dusk 123rd year of Ascendancy at 08:31 see stats
By Kvam the Ogre Doombringer level 30
35th Pyre 123rd year of Ascendancy at 07:36 see stats
By Kvam the Ogre Doombringer level 34
1st Mirth 123rd year of Ascendancy at 01:40 see stats
By Kvam the Ogre Doombringer level 8
2nd Mirth 122nd year of Ascendancy at 15:47 see stats
By Kvam the Ogre Doombringer level 30
35th Pyre 123rd year of Ascendancy at 07:36 see stats
By Kvam the Ogre Doombringer level 29
9th Pyre 123rd year of Ascendancy at 04:19 see stats
By Kvam the Ogre Doombringer level 13
13rd Dusk 122nd year of Ascendancy at 23:51 see stats
By Kvam the Ogre Doombringer level 41
7th Decay 123rd year of Ascendancy at 16:30 see stats
By Kvam the Ogre Doombringer level 29
8th Pyre 123rd year of Ascendancy at 13:31 see stats
By Kvam the Ogre Doombringer level 28
30th Regrowth 123rd year of Ascendancy at 10:18 see stats
By Kvam the Ogre Doombringer level 19
45th Haze 122nd year of Ascendancy at 06:09 see stats
By Kvam the Ogre Doombringer level 33
79th Pyre 123rd year of Ascendancy at 18:01 see stats
By Kvam the Ogre Doombringer level 34
9th Mirth 123rd year of Ascendancy at 06:25 see stats
Log
Training Dummy begins to fear you.
Training Dummy is on fire!
Training Dummy's is surrounded with an all-consuming flame!
Kvam performs a melee critical strike against Training Dummy!
Training Dummy's is vulnerable to attacks and effects!
Training Dummy is cut deeply.
Training Dummy is crippled.
Kvam's spell attains critical power!
Kvam is surging arcane power.
Kvam performs a melee critical strike against Training Dummy!
Kvam performs a melee critical strike against Training Dummy!
Kvam's spell attains critical power!
Kvam hits Training Dummy for 79 fire, 289 physical, 61 physical, 3 cold, 3 lightning, 8 fire, 1 acid, 1 lightning, 2 fire, 1 acid, 5 physical, 2 cold, 29 fire, 105 physical, 7 fire, 0 lightning, 1 fire, 1 acid, 2 physical, 1 cold, 1 fire, 114 physical, 2 lightning, 4 fire, 3 acid, 10 physical, 3 cold, 4 fire, 8 fire, 56 fire, 3 lightning, 8 fire, 6 acid, 20 physical, 6 cold, 16 fire, 64 physical, 59 physical, 3 cold, 3 lightning, 8 fire, 1 acid, 1 lightning, 2 fire, 1 acid, 5 physical, 2 cold, 2 fire, 3 lightning, 8 fire, 6 acid, 20 physical, 6 cold, 16 fire (1077 total damage).
Burning from Kvam hits Training Dummy for 21 fire damage.
Deep Wound from Kvam hits Training Dummy for 90 physical damage.
Kvam receives 2 healing from Devouring flames from Kvam.
Kvam performs a melee critical strike against Training Dummy!
Kvam performs a melee critical strike against Training Dummy!
Training Dummy is encased in ice!
Training Dummy resists the searing flame!
Kvam performs a melee critical strike against Training Dummy!
Kvam performs a melee critical strike against Training Dummy!
Training Dummy resists!
Kvam hits Training Dummy for 56 fire, 204 physical, 59 physical, 3 cold, (1 to ice), 2 lightning, (3 to ice), 5 fire, (0 to ice), 1 acid, (0 to ice), 1 lightning, (1 to ice), 1 fire, (1 to ice), 1 acid, (2 to ice), 3 physical, (1 to ice), 1 cold, (1 to ice), 1 fire, (23 to ice), 34 fire, (1 to ice), 2 lightning, (3 to ice), 5 fire, (2 to ice), 3 acid, (8 to ice), 12 physical, (3 to ice), 4 cold, (3 to ice), 5 fire, (30 to ice), 45 physical, (24 to ice), 35 physical, (1 to ice), 2 cold, (1 to ice), 2 lightning, (3 to ice), 5 fire, (0 to ice), 1 acid, (0 to ice), 1 lightning, (1 to ice), 1 fire, (1 to ice), 1 acid, (2 to ice), 3 physical, (1 to ice), 1 cold, (1 to ice), 1 fire, (1 to ice), 2 lightning, (3 to ice), 5 fire, (2 to ice), 3 acid, (8 to ice), 12 physical, (3 to ice), 4 cold, (3 to ice), 5 fire (530 total damage).
Burning from Kvam hits Training Dummy for (9 to ice), 13 fire (13 total damage).
Deep Wound from Kvam hits Training Dummy for (36 to ice), 54 physical (54 total damage).
Kvam receives 2 healing from Devouring flames from Kvam.
Training Dummy is free from the ice.