
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 Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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 | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 45 / 31% |
Size | big |
Lifes / Deaths | Killed by Nerysewen the temporal stalker at level 45 on the 6th Wealth 123rd year of Ascendancy at 02:39 6 / 1 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 40 (base 27) |
Constitution | 44 (base 34) |
Magic | 102 (base 60) |
Willpower | 40 (base 10) |
Cunning | 73 (base 60) |
Resources
Life | 1360/1360 |
Mana | 567/567 |
Equilibrium | 0 |
Insanity | 100/100 |
Healing Factor | 1.3955007465517 |
Regeneration | 4.535377426293 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -62.96871079656% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 7 |
See Stealth | 43.954687854192 |
See Invisible | 43.954687854192 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 82 |
Accuracy | 65 |
Crit Chance | 35% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 39% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +35% |
Blight | +35% |
Arcane | +28% |
Mind | +29% |
All | +17% |
Darkness | +115% |
Light | +32% |
Temporal | +47% |
Physical | +32% |
Offense: Damage Penetration
Mind | +15% |
Arcane | +36% |
Light | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 19 (35.65183292883%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 50 |
Mental Save | 67 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 35%( 70%) |
All | + 28%( 70%) |
Lightning | + 35%( 70%) |
Light | + 52%( 80%) |
Darkness | + 70%( 70%) |
Fire | + 33%( 70%) |
Mind | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Bleed Resistance | 50% |
Confusion Resistance | 100% |
Stun Resistance | 50% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 436 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases defense by 10. Mobile Defense |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Salolle the rogue. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Neruselaith the lesser vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Belewyn the stone troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arysena the skeleton magus. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | 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 talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 733. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. 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 length of troll intestine. * You've found the needed green worm. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
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 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 | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% arcane Res.pen +25% arcane ----- def ----- Armour +3 Fatigue -7% Resists +5% arcane Phys.save +7 (+2 eff.) ---------- misc Max.enc +27 Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +18% acid +15% temporal +15% light +15% physical +9% mind +55% darkness Res.pen +20% light +15% mind Melee Ret 4 light ----- def ----- Defense +3 (+1 eff.) Resists +60% darkness A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +15% temporal Res.pen +10% nature ---------- misc Mana/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 21 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Mag +6 Wil +6 Cun dps ---------- Phys.crit +4.0% Spell.crit +6% Mind.crit +4% Crit.mult +10.00% Spell.pwr +22 (+4 eff.) Dmg.mod +8% all Acc +12 (+3 eff.) Apr +15 Melee Ret 10 arcane ----- def ----- Defense +15 (+4 eff.) ---------- misc Mana/s.crit +1.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +12 Dex dps ---------- Acc +18 (+4 eff.) ----- def ----- Armour +5 Resists +9% blight +3% cold +3% light +3% all Mind.save +16 (+4 eff.) Confus- +32% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +21 (+6 eff.) Spell.save +7 (+2 eff.) Mind.save +11 (+3 eff.) Stealth +8 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Phys.pwr +8 (+2 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% darkness Acc +8 (+2 eff.) ----- def ----- Armour +8 Defense +9 (+3 eff.) ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +7 Wil +6 Con dps ---------- Spell.crit +3% Spell.pwr +30 (+6 eff.) Phasing +30% On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Armour +3 Phys.save +25 (+8 eff.) Spell.save +19 (+6 eff.) Mind.save +10 (+3 eff.) Disarm- +50% Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +16 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +10% darkness +14% mind +13% all Phys.save +14 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +29 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Crit.mult +25.00% Spell.pwr +7 (+1 eff.) Dmg.mod +8% arcane Res.pen +11% arcane ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +7% fire +9% lightning +6% cold ---------- misc Max.mana +53.00 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% mind ----- def ----- Defense +5 (+2 eff.) Heal.mod +11% Cut- +50% ---------- misc Stam/turn +1.00 Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -528 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 528 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -662 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 662 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 661% 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 Cunning 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 increase movement speed by 792% 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. 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. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.0 potion [Plot Item] Nature Permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 455.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 167.08 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 39% all resistance, you move 53% faster, and you are invisible (power 24). 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 0.0 Use mode Activated Range melee/personal Cooldown 17 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 1115% for 10 turns (0 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 126 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 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 405 damage for 3 turns. 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 443 damage for 4 turns. 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 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 9 up to 6 times. 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 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +10% darkness Melee Ret 6 darkness ----- def ----- Resists +3% temporal +11% light +13% darkness Blind- +46% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +5 Sight +2 See.Invis +8 Masteries +0.27 Spell/Staff combat Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +12 Cun dps ---------- Crit.mult +10.00% Mind.pwr +25 (+9 eff.) ----- def ----- Resists +12% darkness Phys.save +9 (+3 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Res.pen +10% arcane Apr +2 ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Max.HP +41.00 HP.reg +6.00 ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% mind +5% nature Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +6% lightning +6% nature ---------- misc Masteries +0.18 Demented/Controlled horrors Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +20 Lck dps ---------- Crit.mult +17.00% Res.pen +20% darkness Acc +26 (+6 eff.) Apr +16 On Melee Ret: * 41% chance to reduce strength, dexterity, and constitution by 36 * 34% chance to reduce damage dealt by 21% ----- def ----- Armour +4 Defense +13 (+4 eff.) Resists +24% nature +22% blight Crit.chn- 10.00% Spell.save +3 (+1 eff.) Unseen.red 17% Die.at -20.00 life Poison- +44% Disease- +52% Disarm- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 41 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.11 Demented/Controlled horrors Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +3% all Phys.save +8 (+3 eff.) ---------- misc Masteries +0.14 Demented/Disfigured face Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +10% Cut- +40% Pinning- +22% Knockbk- +20% Heal: Puts all charms on 29 cooldown Level 1.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind ---------- misc Psi/ret +0.12 Max.psi +30.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Wil dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +15% mind +9% nature ---------- misc Equi/ret +0.20 Max.psi +50.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +13 Wil dps ---------- Spell.crit +2% ----- def ----- Resists +21% temporal Heal.mod +15% Blind- +20% Pinning- +42% Knockbk- +26% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +2 Cun +2 Con dps ---------- Dmg.mod +11% darkness +6% temporal Melee Ret 8 arcane ----- def ----- Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +15 (+4 eff.) Melee Ret 10 cold ----- def ----- Resists +6% cold Phys.save +8 (+3 eff.) Mind.save +11 (+3 eff.) Confus- +33% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +15% lightning +12% light +6% fire +5% arcane +30% cold HP.reg +4.00 Disease- +20% Pinning- +20% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% nature Apr +1 ----- def ----- Resists +24% nature +2% physical Spell.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% fire Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +12 Phys.save +6 (+2 eff.) Max.HP +31.00 Disarm- +28% Pinning- +31% Knockbk- +28% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +14% darkness +24% arcane Res.pen +15% acid Melee Ret 6 blight ----- def ----- Resists +28% darkness +15% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag dps ---------- Spell.crit +8% Dmg.mod +30% blight Acc +10 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 Max.vim +50.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% arcane +12% acid Res.pen +25% blight Melee Ret 6 acid 6 arcane On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Fatigue -9% Resists +27% acid ---------- misc Max.enc +36 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +30 (+10 eff.) Dmg.mod +16% acid Apr +6 ----- def ----- Armour +6 Defense +30 (+8 eff.) Resists +32% acid ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil +7 Cun +6 Con dps ---------- Dmg.mod +6% light ----- def ----- Resists +18% nature Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +2 Wil +10 Con dps ---------- Dmg.mod +17% nature ----- def ----- Resists +34% nature +6% acid Phys.save +10 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Max.stam +31.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +16% fire ----- def ----- Resists +32% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Crit.mult +15.00% Dmg.mod +9% physical ----- def ----- Armour +16 Defense +30 (+8 eff.) Mind.save +10 (+3 eff.) Confus- +36% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +20.00 Disarm- +28% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Mov.spd +18% Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +7 Cun dps ---------- Mind.pwr +11 (+4 eff.) Melee+ 26 light Ranged+ 25 light Dmg.mod +15% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +14% nature +12% fire +9% mind +15% temporal Melee Ret 6 fire ----- def ----- Resists +28% nature +6% fire ---------- misc Equi/ret +0.20 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Str +8 Dex +7 Mag +6 Wil +15 Cun +8 Con dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +12 (+4 eff.) Mov.spd +15% Melee+ 21 light Ranged+ 31 light Dmg.mod +29% lightning +12% temporal +18% light Res.pen +10% lightning Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Ignore.dmg +8% Affinity +20% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 14 physical Ranged+ 14 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 26 On Hit (Ranged): * 12% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 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! |
![]() 0.1 T1 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Max.HP +42.00 HP.reg +7.00 Heal.mod +11% Poison- +13% Disease- +12% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +14% acid ----- def ----- Armour +12 Resists +28% acid Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight +4 temporal +4 acid On Hit.r1 +12 temporal On Crit.r2 +4 mind On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 36 * Create an explosion dealing 132 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +19% fire Res.pen +10% acid +26% fire +15% physical Acc +23 (+6 eff.) Apr +13 ----- def ----- Resists +15% mind Disease- +32% Def/telep +17 Res/telep +17% Dur/telep +17% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 31.5 - 41.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Dex +13 Wil +13 Con dps ---------- Phys.spd +10% Acc +21 (+5 eff.) ----- def ----- Max.HP +90.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master/Psionic Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +11% physical ----- def ----- Disarm- +30% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 67.0 - 100.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +40 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Psionic Power 67.5 - 101.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +23 blight +35 mind On Crit.r2 +23 arcane On Hit: * 49% chance to reduce all saves and defense by 26 While equipped: Stats +9 Cun +10 Wil dps ---------- Mind.crit +3% On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% arcane ---------- misc Hate/m.crit +4.00 Max.hate +11.62 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane Power 65.0 - 104.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 On Hit: * Create an explosion dealing 132 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +38% fire Res.pen +35% fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 blight On Hit.r1 +24 fire While equipped: Stats +3 Mag dps ---------- Spell.crit +4% S.pwr/crit +8 Dmg.mod +9% blight +9% darkness +27% lightning Res.pen +20% lightning ----- def ----- Spell.save +9 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +232% Ranged+ +32 lightning While equipped: Stats +15 Wil dps ---------- Crit.mult +23.24% Dmg.mod +26% lightning Acc +20 (+5 eff.) Melee Ret 8 cold ----- def ----- Crit.chn- 17.43% ---------- misc Reload +5 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 [Ego] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Con ----- def ----- Resists +23% acid +23% lightning +26% cold +15% fire +12% all Spell.save +20 (+6 eff.) ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +19 cold While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +9 (+2 eff.) Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +23 light On Crit.r2 +23 lightning +23 light +12 darkness On Hit: * 23% chance to reduce damage dealt by 21% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +9% nature +35% darkness Res.pen +29% lightning ----- def ----- Resists +9% blight Disease- +22% ---------- misc Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.crit +8% Mind.pwr +13 (+5 eff.) Dmg.mod +12% mind ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.crit +12.0% Phys.spd +10% Acc +12 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Mind.pwr +30 (+10 eff.) Dmg.mod +27% mind +20% darkness ---------- misc Equi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Spell.pwr +23 (+4 eff.) Dmg.mod +57% arcane Res.pen +29% light ----- def ----- Resists +12% light Crit.chn- 17.43% Phys.save +12 (+4 eff.) ---------- misc Mana/turn +0.20 Max.mana +116.19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Mag +11 Wil +12 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +10 Dmg.mod +30% fire ----- def ----- Armour +10 Hardiness +9% Phys.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +32 (+6 eff.) Dmg.mod +30% physical Phasing +24% ----- def ----- Defense +20 (+5 eff.) Shield.pwr +15% ---------- misc Max.mana +106.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +11 (+3 eff.) Spell.pwr +21 (+4 eff.) Dmg.mod +25% temporal Acc +10 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 33.0 - 39.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +16 (+3 eff.) Dmg.mod +33% cold ----- def ----- Phys.save +13 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +23 lightning Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +16% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +10 cold Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +35% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 acid +22 nature While equipped: dps ---------- Res.pen +14% acid +14% nature Apr +11 One-handed war axes. |
![]() 2.0 T5 cloak armor [Random Unique] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +8 Defense +13 (+4 eff.) Resists +6% temporal +25% fire +25% light +6% arcane Phys.save +14 (+5 eff.) Mind.save +15 (+4 eff.) Stealth +15 Die.at -50.00 life Max.HP +117.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +29% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +18 Defense +3 (+1 eff.) Resists +6% arcane Spell.save +15 (+5 eff.) Mind.save +12 (+3 eff.) Blind- +23% Silence- +23% Confus- +23% Pinning- +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Resists +12% nature +12% blight HP.reg +2.00 Heal.mod +12% 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 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +15% blight +13% all Max.HP +56.00 HP.reg +3.50 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phasing +35% ----- def ----- Armour +23 Fatigue +4% Resists +9% lightning Phys.save +13 (+4 eff.) Spell.save +36 (+11 eff.) Mind.save +27 (+7 eff.) Max.HP +115.33 HP.reg +4.61 Disarm- +23% Confus- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +4% 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 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +15% darkness Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +6% temporal +18% light +9% blight +6% cold Spell.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 21 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 103.90 fire and 117.22 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +3 Str +3 Mag +10 Cun +15 Con dps ---------- Dmg.mod +9% lightning Res.pen +20% temporal Melee Ret 6 lightning 12 temporal ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 33 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +19 (+6 eff.) Mind.save +7 (+2 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 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. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Master While equipped: dps ---------- Res.pen +29% mind ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +12% Resists +29% acid +6% cold +23% darkness +24% lightning Phys.save +15 (+5 eff.) Poison- +23% ---------- misc Max.psi +58.09 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +28% blight +24% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Master/Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +27% fire Mind.save +18 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego++] Master While equipped: Stats +7 Str +7 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +21 (+6 eff.) Fatigue +8% Phys.save +17 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +18% blight +24% darkness +24% acid ---------- misc Light +2 A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 6.0 T4 mummy armor [Ego] Nature/Psionic While equipped: Stats +7 Wil +12 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +26% fire +15% cold +15% darkness +15% arcane ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +14% fire ---------- misc Mana/turn +0.28 Psi/turn +0.30 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Arcane/Nature While equipped: Stats +8 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +22% nature +15% cold +35% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +33% nature -25% fire ---------- misc Max.mana +82.00 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +11 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% darkness +22% blight +15% cold +15% arcane +12% light ----- def ----- Armour +8 Defense +11 (+3 eff.) Fatigue +2% Resists +22% blight -25% fire +11% light +12% darkness Max.HP +62.00 ---------- misc Light +3 Decaying mummy wrappings. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Arcane/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +20 darkness On Hit.r1 +12 fire On Crit.r2 +35 light +48 fire While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light On shield block: * Cause enemies within radius 6 to bleed for 170 physical damage over 5 turns (1/turn) * Deals 199 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +15% fire +16% light +24% cold ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Master When used to Attack: Power 69.0 - 82.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 While equipped: dps ---------- Mind.crit +9% Mind.pwr +35 (+12 eff.) Res.pen +29% blight +29% mind Melee Ret 12 blight ----- def ----- Armour +10 Fatigue +8% Resists +6% arcane +30% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +10% fire +8% lightning +9% cold ---------- 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% darkness Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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? |
![]() 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 (+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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% darkness +9% cold Res.pen +15% cold Melee Ret 2 cold ----- def ----- Resists +3% cold +3% all Spell.save +7 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Crit.mult +20.00% Dmg.mod +11% darkness Res.pen +15% physical ----- def ----- Armour +6 Resists +11% light +3% physical Affinity +5% darkness Die.at -40.00 life ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 478.56 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +24% lightning +24% light Res.pen +9% all Apr +11 ----- def ----- Resists +15% lightning Crit.chn- 10.00% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Resists +15% mind Phys.save +11 (+4 eff.) Mind.save +18 (+5 eff.) Heal.mod +22% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.6 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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 9 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 [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 152% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 711.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 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. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T4 shot ammo [Ego++] Nature/Master Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +17.5% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 58 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% temporal +9% light +6% darkness Res.pen +15% light Melee Ret 2 darkness ----- def ----- Resists +9% darkness +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 21 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 23% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% blight +9% physical +12% darkness Res.pen +25% darkness +29% blight ----- def ----- Armour +10 Die.at -80.00 life Sting an enemy dealing 508 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 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 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% lightning +21% light Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Resists +18% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 95 lightning damage and will be dazed for 1 turn (479 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +14 Mag dps ---------- Res.pen +15% light Acc +35 (+9 eff.) Melee Ret 12 physical On Hit (Melee): * 23% chance to slow global speed by 53% ----- def ----- Defense +15 (+4 eff.) Resists +9% lightning ---------- misc Stam/turn +3.49 Create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (507 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 26% for 2 turns. 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 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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 GreenWrithingFriendInsane the Drem Writhing One level 36
32nd Steel 123rd year of Ascendancy at 15:26 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 35
24th Loss 122nd year of Ascendancy at 22:20 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 41
6th Gold 123rd year of Ascendancy at 18:59 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 39
41st Steel 123rd year of Ascendancy at 13:59 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 36
8th Iron 123rd year of Ascendancy at 20:56 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 38
38th Steel 123rd year of Ascendancy at 06:09 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 40
5th Gold 123rd year of Ascendancy at 10:31 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 22
20th Wealth 122nd year of Ascendancy at 01:46 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 42
23rd Stralite 123rd year of Ascendancy at 17:21 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 36
35th Steel 123rd year of Ascendancy at 00:59 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 36
18th Iron 123rd year of Ascendancy at 19:26 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 17:29 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 20
10th Wealth 122nd year of Ascendancy at 19:35 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 30
34th Dearth 122nd year of Ascendancy at 16:07 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 40
4th Gold 123rd year of Ascendancy at 10:38 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 23
27th Wealth 122nd year of Ascendancy at 11:13 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 44
3rd Wealth 123rd year of Ascendancy at 09:56 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 31
17th Loss 122nd year of Ascendancy at 08:26 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 16
35th Profit 122nd year of Ascendancy at 22:31 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 38
38th Steel 123rd year of Ascendancy at 08:41 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 21
12nd Wealth 122nd year of Ascendancy at 08:44 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 40
5th Gold 123rd year of Ascendancy at 12:14 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 13
23rd Profit 122nd year of Ascendancy at 03:05 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 42
12nd Stralite 123rd year of Ascendancy at 16:28 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 29
34th Dearth 122nd year of Ascendancy at 06:53 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 21
12nd Wealth 122nd year of Ascendancy at 19:02 see stats
By GreenWrithingFriendInsane the Drem Writhing One level 34
24th Loss 122nd year of Ascendancy at 01:28 see stats
Log
Something hits GreenWrithingFriendInsane for (145 absorbed), 0 darkness (0 total damage).
GreenWrithingFriendInsane is free from the arcane vortex.
GreenWrithingFriendInsane links closer to his ally!
Worm that walks (servant of GreenWrithingFriendInsane) links closer to his ally!
Acid Splash from Worm that walks (servant of GreenWrithingFriendInsane) hits Armoured skeleton warrior for 3 acid damage.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior starts to bleed black blood.
GreenWrithingFriendInsane is stunned!
Melee retaliation hits Armoured skeleton warrior for 3 light, 11 arcane, 3 light, 11 arcane (27 total damage).
Armoured skeleton warrior hits GreenWrithingFriendInsane for (38 absorbed), 0 physical, (8 absorbed), 0 cold, (56 absorbed), 0 physical, (8 absorbed), 0 cold (0 total damage).
Nerysewen the temporal stalker performs a melee critical strike against GreenWrithingFriendInsane!
Your shield crumbles under the damage!
The shield around GreenWrithingFriendInsane crumbles.
Character control switched to worm that walks (servant of GreenWrithingFriendInsane).
Worm that walks (servant of GreenWrithingFriendInsane) is pinned to the ground.
Character control switched to GreenWrithingFriendInsane.
Nerysewen the temporal stalker is poisoned!
Nerysewen the temporal stalker slows down.
Carrion worm mass's wormblight area effect hits Skeleton master archer for 18 blight damage.
Nerysewen the temporal stalker hits GreenWrithingFriendInsane for (180 absorbed), 491 physical (491 total damage).
Nerysewen the temporal stalker hits Worm that walks (servant of GreenWrithingFriendInsane) for 35 physical, 21 physical, 870 physical, 35 physical (961 total damage).
Carrion worm mass's wormblight area effect hits Nerysewen the temporal stalker for (9 flat reduction), 0 blight (0 total damage).
Melee retaliation hits Nerysewen the temporal stalker for (4 flat reduction), 0 arcane, (1 flat reduction), 0 light (0 total damage).
Melee retaliation hits Nerysewen the temporal stalker for (1 flat reduction), 0 nature, (4 flat reduction), 0 nature, (1 flat reduction), 0 temporal (0 total damage).
GreenWrithingFriendInsane the level 45 drem writhing one was bled to death by Nerysewen the temporal stalker on level 3 of Elven Ruins.
You have 6 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Nerysewen the temporal stalker killed GreenWrithingFriendInsane!
Nerysewen the temporal stalker killed Worm that walks (servant of GreenWrithingFriendInsane)!