












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 29% |
Size | medium |
Lifes / Deaths | Killed by dulli at level 50 on the 31st Regrowth 124th year of Ascendancy at 15:46 / 1 |
Primary Stats
Strength | 68 (base 34) |
Dexterity | 81 (base 60) |
Constitution | 45 (base 14) |
Magic | 67 (base 60) |
Willpower | 40 (base 8) |
Cunning | 73 (base 60) |
Resources
Life | -251/1021 |
Stamina | 180/322 |
Healing Factor | 1.2511689881048 |
Regeneration | 18.340713057515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 43.954687854192 |
See Invisible | 43.954687854192 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 215 |
Accuracy | 76 |
Crit Chance | 85% |
APR | 27 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +59% |
Physical | +56% |
All | 0% |
Nature | +20% |
Offense: Damage Penetration
Darkness | +49% |
Physical | +85% |
All | +38% |
Defense: Base
Armour (hardiness) | 54 (55%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 6 |
Physical Save | 35 |
Spell Save | 40 |
Mental Save | 47 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 38%( 70%) |
Physical | + 49%( 70%) |
Cold | + 45%( 70%) |
All | + 28%( 70%) |
Darkness | + 35%( 70%) |
Light | + 70%( 70%) |
Temporal | + 34%( 70%) |
Lightning | + 38%( 70%) |
Fire | + 58%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 30% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Stun Resistance | 50% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 593 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 158 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Called Shots | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Cyrema the copperhead snake. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Cyrussra the black crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Borfast the Broken. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed bloated horror heart. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +1% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Apr +9 ----- def ----- Armour +3 Resists +9% blight +9% fire +9% temporal Max.HP +60.00 HP.reg +2.00 Teleport- +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 166% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 21 Ranged+ +31 physical +16 fire On Hit.r1 +8 nature +12 temporal On Crit.r2 +12 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 218 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +12% Crit.mult +16.00% Phys.pwr +27 (+5 eff.) Mind.pwr +11 (+4 eff.) Res.pen +13% all Apr +12 ----- def ----- Mind.save +16 (+5 eff.) ---------- misc Stam/turn +3.00 Hate/m.crit +1.00 Light +6 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 39% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +5 Mag +7 Cun dps ---------- Crit.mult +20.00% Phys.pwr +20 (+4 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +6% acid +6% blight Spell.save +12 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +17 Str +12 Con dps ---------- Phys.pwr +23 (+5 eff.) Dmg.mod +20% nature ----- def ----- Resists +49% nature +3% fire Can be unequipped or rerolled. 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? |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +8 Dex +13 Wil dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +6% acid Cut- +20% Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 14 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% darkness Res.pen +15% physical ----- def ----- Defense +10 (+2 eff.) Fatigue -7% Resists +10% fire +9% cold +7% light +10% darkness ---------- misc Max.enc +38 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 158% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +131 On Crit.r2 +33 light +10 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) On shield block: * Deals 121 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +9% light +5% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +13.4% Phys.pwr +5 (+1 eff.) Mind.pwr +31 (+9 eff.) Dmg.mod +15% light Acc +15 (+4 eff.) Melee Ret 6 light ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +5% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str dps ---------- Mind.crit +4% Phys.pwr +10 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +21% physical +44% light +12% darkness Res.pen +11% darkness +17% physical Acc +30 (+7 eff.) ----- def ----- Resists +66% light +13% all ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +9% nature +3% blight Poison- +10% Stun/Frz- +23% Teleport- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +7 Lck +2 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% light +6% temporal Phys.save +9 (+5 eff.) Unseen.red 13% Max.HP +31.00 HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +2 Wil +6 Cun dps ---------- Crit.mult +15.00% Dmg.mod +18% arcane +15% blight ----- def ----- Resists +20% fire +22% cold Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +12% light Res.pen +26% acid +15% darkness +26% light On Hit (Melee): * 21% chance to reduce armor by 33% * 21% chance to reduce damage dealt by 27% ----- def ----- Resists +18% darkness +30% acid Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +5 Wil +8 Con dps ---------- Dmg.mod +33% fire Res.pen +28% darkness ----- def ----- Fatigue -9% HP.reg +5.00 ---------- misc Infravis +3 See.Invis +18 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) Melee+ 12 light Ranged+ 13 light Dmg.mod +11% light ----- def ----- Armour +2 HP.reg +3.00 Disease- +10% Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% physical Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +12% lightning Max.HP +32.00 Disarm- +27% Pinning- +26% Knockbk- +33% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Cun +3 Con dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +24 (+8 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +5% all Apr +3 Melee Ret 4 blight ----- def ----- Defense +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% temporal ----- def ----- Resists +6% cold +15% temporal Mind.save +13 (+4 eff.) Max.HP +84.00 HP.reg +13.00 Heal.mod +15% Confus- +41% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +10% acid ----- def ----- Resists +3% lightning +12% temporal +5% arcane +15% nature Mind.save +10 (+3 eff.) Max.HP +98.00 HP.reg +20.00 Heal.mod +19% Confus- +50% Rings make your fingers look great! |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 175% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+9 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 136% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+13 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 136% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +16.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% cold ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 136% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% light ----- def ----- Resists +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 180% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +24 cold Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 161% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Disrupt Power 153% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Disrupt/Master Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 24 arcane resource burn While equipped: dps ---------- Res.pen +14% all Acc +7 (+2 eff.) Apr +12 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 161% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 50 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 147% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +10.0% Atk.spd 100% Melee+ +18 blight On Hit: * 29% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Res.pen +26% temporal +25% physical Apr +7 Melee Ret 6 temporal ----- def ----- Resists +15% temporal Phys.save +18 (+8 eff.) Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 9 physical Dmg.mod +12% physical +13% mind +17% darkness Res.pen +4% physical +13% mind +14% darkness ----- def ----- Resists +14% physical ---------- misc Max.hate +7.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Disrupt/Psionic Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 nature On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +20% lightning +25% fire +9% nature +36% cold Melee Ret 10 cold ----- def ----- Resists +6% cold Heal.mod +28% Heal/summ +60 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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 T3 sling 1H weapon [Unique] Nature Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T3 sling 1H weapon [Ego+] Arcane Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 fire While equipped: Stats +2 Mag dps ---------- Dmg.mod +7% physical +6% temporal +10% fire Res.pen +7% temporal +10% physical ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Rare] Master Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +16 light On Crit.r2 +23 mind While equipped: Stats +14 Str dps ---------- Phys.pwr +13 (+3 eff.) On Hit (Ranged): * 23% chance to reduce armor by 33% ---------- misc Infravis +3 See.Invis +27 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Master Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +400% While equipped: Stats +7 Cun dps ---------- Phys.crit +20.0% Phys.pwr +10 (+2 eff.) Phys.spd +10% Acc +26 (+6 eff.) Melee Ret 8 mind ---------- misc Reload +4 Max.hate +4.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Steamtech Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +20 acid +27 nature Uses 2.0 Steam While equipped: Stats +8 Con +9 Wil dps ---------- Res.pen +14% acid +16% nature Apr +8 ----- def ----- Max.HP +37.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +20 acid +37 nature Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Steampwr +10 (+3 eff.) Res.pen +21% acid +20% nature Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 65% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +12 (+4 eff.) Dmg.mod +16% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 188% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 21 Ranged+ +20 light On Crit.r2 +4 mind +21 light On Hit: * 21% chance to reduce all saves and defense by 33 * 21% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce damage dealt by 27% On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Master/Psionic Power 183% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Master Power 142% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +18.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Master Power 157% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +16.0% Capacity 16 Phasing +30% Ranged+ +20 blight +20 arcane On Crit.r2 +20 acid On Hit: * 20% chance to reduce armor by 33% On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Ice Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Fire Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 164% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +11.5% Capacity 23 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 185% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 22 Proj.spd +208% Ranged+ +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 181% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +23 lightning +23 nature On Hit.r1 +23 mind +23 nature On Crit.r2 +23 mind +16 temporal On Hit: * 23% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce all saves and defense by 33 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature Power 165% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Nature/Psionic Power 168% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +26 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 218 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 101% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +79 Melee+ +12 physical On Hit.r1 +16 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +23 Phys.save +6 (+3 eff.) Proj.slow +19% Max.HP +100.00 Confus- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 162% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +8.5% Block +179 Melee+ +18 light +18 darkness While equipped: Stats +4 Dex +9 Mag +9 Cun +7 Con dps ---------- Dmg.mod +9% physical +18% light +18% darkness Apr +3 ----- def ----- Armour +10 Fatigue +8% Resists +6% physical +18% light +18% darkness Die.at -84.29 life ---------- misc Max.stam +31.61 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 159% Range: 1.2x Uses 50% Mag, 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 50% Mag, 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 73.35 to 91.69 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 182% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +209 Melee+ +18 fire While equipped: Stats +6 Str dps ---------- Melee Ret 22 fire ----- def ----- Armour +19 Fatigue +8% Resists +9% acid +25% fire +8% cold +33% lightning Max.HP +100.00 Pinning- +20% Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 182% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 While equipped: Stats +9 Str +8 Dex dps ---------- Acc +24 (+6 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +8% acid +5% physical +7% fire +6% cold ----- def ----- Resists +11% acid +11% physical +11% fire +10% cold +7% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +13 Mag +4 Wil +4 Con dps ---------- Spell.crit +4% Dmg.mod +23% temporal +21% physical Res.pen +13% temporal +13% physical ----- def ----- Resists +9% temporal +13% all Anom.red +14 ---------- misc Mana/turn +0.24 Max.vim +20.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +9% lightning +10% darkness +9% light +11% blight +8% fire +10% cold +15% all Phys.save +16 (+7 eff.) Spell.save +30 (+10 eff.) Mind.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +5 ----- def ----- Resists +15% all Silence- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +28% lightning +19% physical +27% cold ----- def ----- Resists +11% lightning +12% cold +12% blight +15% all Max.HP +57.00 HP.reg +3.60 Heal.mod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +10% light +14% darkness +8% arcane Spell.save +18 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Mag +1 Wil dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +10 (+2 eff.) Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% * 23% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +20 (+5 eff.) Fatigue +8% Resists +15% acid +27% fire +15% cold ---------- misc Light +1 Infravis +3 Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% acid Melee Ret 4 darkness On Hit (Melee): * 21% chance to reduce damage dealt by 27% * 21% chance to reduce armor by 33% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +3% acid +27% fire +27% darkness +15% physical HP.reg +6.80 ---------- misc Stam/turn +2.50 Light +2 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. 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. A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +19 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Res.pen +10% physical ----- def ----- Resists +6% lightning +6% temporal +12% nature Phys.save +3 (+2 eff.) Die.at -80.00 life A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +15% lightning +8% temporal A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +9 Con dps ---------- Dmg.mod +9% physical Apr +2 Melee Ret 4 light ----- def ----- Defense +1 (+0 eff.) Die.at -40.00 life Max.HP +33.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +7% darkness ----- def ----- Resists +13% darkness Stealth +9 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Mind.crit +6% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% acid +15% mind ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +9% light +6% acid Mind.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +9% blight Res.pen +25% fire ----- def ----- Armour +12 Defense +17 (+4 eff.) Resists +3% blight +24% fire +28% cold Phys.save +15 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +6% light Res.pen +20% light Apr +6 ----- def ----- Armour +3 Fatigue -7% Resists +3% light Max.HP +33.00 ---------- misc Stam/turn +0.30 Light +2 Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) Res.pen +13% physical Apr +11 ----- def ----- Armour +5 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +26% Stun/Frz- +28% ---------- misc Stam/turn +0.60 Max.stam +18.00 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 [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Mind.crit +3% Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +6% blight +21% mind Phasing +20% ----- def ----- Armour +5 Fatigue +4% Resists +15% mind +12% temporal ---------- misc Max.mana +60.00 Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 [Random Unique] Arcane/Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Armour +5 Fatigue +4% Resists +18% light Mind.save +12 (+4 eff.) Silence- +104% Confus- +89% Stun/Frz- +98% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +9 (+3 eff.) Melee+ 38 mind 40 darkness Apr +5 Melee Ret 8 mind On Hit (Melee): * 21% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Mind.save -5 (-2 eff.) ---------- misc Hate/m.crit +4.00 Max.stam +31.61 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +11% cold Res.pen +25% temporal ----- def ----- Armour +3 Resists +6% physical +10% cold +12% fire Confus- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str dps ---------- Res.pen +15% cold +10% physical Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Phys.save +18 (+8 eff.) HP.reg +11.00 ---------- misc Stam/turn +1.60 Max.stam +27.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +16% fire ----- def ----- Defense +3 (+1 eff.) Resists +24% fire Phys.save +11 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +31 (+9 eff.) Dmg.mod +20% light Res.pen +25% mind +15% nature Melee Ret 10 nature ----- def ----- Defense +3 (+1 eff.) Resists +30% light +5% arcane Phys.save +12 (+6 eff.) Spell.save +9 (+3 eff.) Poison- +21% A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +34 (+8 eff.) Resists +6% lightning +5% physical +5% arcane +6% nature Shield.pwr +15% HP.reg +5.50 Poison- +21% Confus- +21% Stun/Frz- +21% A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +25% physical Melee Ret 10 fire ----- def ----- Armour +8 Fatigue +4% Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +8 Dex dps ---------- Phys.crit +5.0% Res.pen +25% physical Melee Ret 6 cold ----- def ----- Armour +4 Fatigue +4% Resists +19% darkness ---------- misc Hate/m.crit +5.00 Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +15% physical Apr +1 ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +4% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str dps ---------- Res.pen +26% temporal Melee Ret 10 fire On Hit (Melee): * 21% chance to reduce armor by 33% ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +21% cold Def/telep +15 Res/telep +15% Dur/telep +15% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 541.1 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +32.00% Phys.pwr +6 (+2 eff.) Dmg.mod +18% light +6% physical Res.pen +15% darkness +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +4 ---------- 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 T5 lite [Rare] Psionic While equipped: Stats +3 Cun +9 Dex dps ---------- Mind.crit +12% Mind.pwr +11 (+4 eff.) Res.pen +25% temporal Melee Ret 6 nature On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +9 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +10.54 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +69.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +29.00% Phys.pwr +10 (+2 eff.) S.pwr/crit +6 Melee Ret 23 fire ----- def ----- Armour +4 Resists +3% lightning +3% temporal +9% fire Max.HP +80.00 HP.reg +4.65 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.crit +5% Spell.pwr +21 (+7 eff.) Res.pen +26% arcane Melee Ret 10 lightning ----- def ----- Resists +11% blight +15% darkness +5% arcane ---------- misc Light +11 Infravis +6 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Defense +10 (+2 eff.) Resists +14% nature Crit.chn- 5.00% Spell.save +3 (+1 eff.) Heal.mod +5% Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Mind.pwr +20 (+6 eff.) Dmg.mod +6% physical Acc +10 (+3 eff.) ----- def ----- Mind.save +12 (+4 eff.) Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By dulli the Shalore Skirmisher level 35
2nd Summertide 123rd year of Ascendancy at 01:46 see stats
By dulli the Shalore Skirmisher level 35
10th Mirth 123rd year of Ascendancy at 09:44 see stats
By dulli the Shalore Skirmisher level 39
33rd Dusk 123rd year of Ascendancy at 21:15 see stats
By dulli the Shalore Skirmisher level 46
57th Haze 123rd year of Ascendancy at 01:16 see stats
By dulli the Shalore Skirmisher level 38
26th Dusk 123rd year of Ascendancy at 16:47 see stats
By dulli the Shalore Skirmisher level 29
32nd Pyre 123rd year of Ascendancy at 04:09 see stats
By dulli the Shalore Skirmisher level 35
12nd Dusk 123rd year of Ascendancy at 11:11 see stats
By dulli the Shalore Skirmisher level 37
19th Dusk 123rd year of Ascendancy at 23:18 see stats
By dulli the Shalore Skirmisher level 32
2nd Mirth 123rd year of Ascendancy at 01:58 see stats
By dulli the Shalore Skirmisher level 22
61st Haze 122nd year of Ascendancy at 15:57 see stats
By dulli the Shalore Skirmisher level 30
49th Pyre 123rd year of Ascendancy at 06:16 see stats
By dulli the Shalore Skirmisher level 22
61st Haze 122nd year of Ascendancy at 06:35 see stats
By dulli the Shalore Skirmisher level 41
34th Dusk 123rd year of Ascendancy at 08:13 see stats
By dulli the Shalore Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 13:46 see stats
By dulli the Shalore Skirmisher level 20
38th Haze 122nd year of Ascendancy at 14:59 see stats
By dulli the Shalore Skirmisher level 30
46th Pyre 123rd year of Ascendancy at 00:03 see stats
By dulli the Shalore Skirmisher level 40
33rd Dusk 123rd year of Ascendancy at 22:33 see stats
By dulli the Shalore Skirmisher level 50
31st Regrowth 124th year of Ascendancy at 02:42 see stats
By dulli the Shalore Skirmisher level 45
49th Haze 123rd year of Ascendancy at 18:12 see stats
By dulli the Shalore Skirmisher level 24
13rd Regrowth 123rd year of Ascendancy at 00:23 see stats
By dulli the Shalore Skirmisher level 26
14th Pyre 123rd year of Ascendancy at 07:13 see stats
By dulli the Shalore Skirmisher level 20
57th Haze 122nd year of Ascendancy at 15:36 see stats
By dulli the Shalore Skirmisher level 38
20th Dusk 123rd year of Ascendancy at 02:21 see stats
By dulli the Shalore Skirmisher level 9
8th Mirth 122nd year of Ascendancy at 03:53 see stats
By dulli the Shalore Skirmisher level 33
4th Mirth 123rd year of Ascendancy at 03:35 see stats
By dulli the Shalore Skirmisher level 16
4th Haze 122nd year of Ascendancy at 12:02 see stats
By dulli the Shalore Skirmisher level 42
58th Dusk 123rd year of Ascendancy at 09:28 see stats
By dulli the Shalore Skirmisher level 30
61st Pyre 123rd year of Ascendancy at 11:17 see stats
By dulli the Shalore Skirmisher level 24
12nd Regrowth 123rd year of Ascendancy at 21:02 see stats
By dulli the Shalore Skirmisher level 16
44th Dusk 122nd year of Ascendancy at 21:04 see stats
By dulli the Shalore Skirmisher level 34
9th Mirth 123rd year of Ascendancy at 03:18 see stats
Log
Talent Block is ready to use.
Vor, Grand Geomancer of the Pride casts Rune: Shielding.
A shield forms around Vor, Grand Geomancer of the Pride.
Dulli's Swift Shot performs a ranged critical strike against Vor, Grand Geomancer of the Pride!
The shield around Vor, Grand Geomancer of the Pride crumbles.
Vor, Grand Geomancer of the Pride is pinned to the ground.
Dulli's Swift Shot hits Vor, Grand Geomancer of the Pride for (536 absorbed), 784 physical, 6 fire, 38 physical, 6 nature, 7 temporal, 9 nature, 170 nature (1023 total damage).
Vor, Grand Geomancer of the Pride casts Cleansing Flames.
Vor, Grand Geomancer of the Pride bathes in cleansing flames!
Dulli uses Venomous Strike.
The shield around dulli crumbles.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits dulli for (68 flat reduction), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride stops bleeding.
Vor, Grand Geomancer of the Pride receives 86 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 7 fire damage.
Bleeding from Dulli hits Vor, Grand Geomancer of the Pride for 176 physical damage.
Dulli uses Hurricane Shot.
Vor, Grand Geomancer of the Pride casts Displacement Shield.
The very fabric of space alters around Vor, Grand Geomancer of the Pride.
Mirror Image (Vor, Grand Geomancer of the Pride) casts Displacement Shield.
The very fabric of space alters around Mirror Image (Vor, Grand Geomancer of the Pride).
Dulli's Hurricane Shot performs a ranged critical strike against Vor, Grand Geomancer of the Pride!
The fabric of space around Vor, Grand Geomancer of the Pride stabilizes to normal.
Vor, Grand Geomancer of the Pride teleports some damage to dulli!
Dulli's Hurricane Shot hits dulli for 854 teleported, 6 teleported, 12 teleported (874 total damage).
Dulli's Hurricane Shot hits Vor, Grand Geomancer of the Pride for (854 teleported), 0 physical, (6 teleported), 0 fire, (12 teleported), 25 physical, 6 nature, 7 temporal, (9 ignored), 0 nature (39 total damage).
dulli the level 50 shalore skirmisher was battered to death by himself in some sort of fetish experiment gone wrong on level 3 of Vor Pride.