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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Spider Bikini 1.7.0A companion piece to shad3's Weaver Class addon (required). When you have the Weaver's True Form evolution and are not wearing body armor, your character will be depicted in-game as wearing a spider-silk bikini or mankini. (This will, of course, not be visible if the "Gameplay | Weaver: Full Transfom changes sprite?" game option is enabled.) Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; 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.
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Stealth Bug Fix 1.7.6A dirty patch to avoid calculating detection for actors in memory but not deployed, just "died" actors, characters in transition from level to level, or dummy actors (projectiles, etc). 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:
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:
Class: Corrupted Summoner 1.7.6Notice: This addon requires Ashes of Urh'Rok DLC. Class talents: Generic talents: Additionally you can summon some unique demons that you have defeated. All new icons were made by https://game-icons.net/ . Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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 | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 48 / 26% |
Size | medium |
Lifes / Deaths | Killed by Sawtree at level 15 on the 63rd Dusk 122nd year of Ascendancy at 10:17 0 / 10Killed by Zubalethra the giant army ant at level 21 on the 4th Allure 123rd year of Ascendancy at 03:04 Killed by worm that walks at level 21 on the 5th Allure 123rd year of Ascendancy at 02:11 Killed by worm that walks at level 22 on the 22nd Regrowth 123rd year of Ascendancy at 17:46 Killed by Grand Corruptor at level 24 on the 16th Pyre 123rd year of Ascendancy at 23:17 Killed by skeleton warrior at level 28 on the 4th Mirth 123rd year of Ascendancy at 16:04 Killed by Greater Mummy Lord at level 33 on the 1st Haze 123rd year of Ascendancy at 05:02 Killed by Greater Mummy Lord at level 33 on the 1st Haze 123rd year of Ascendancy at 05:06 Killed by orc necromancer at level 41 on the 79th Haze 123rd year of Ascendancy at 13:31 Killed by Xowyn the Frozen Terror at level 48 on the 34th Regrowth 124th year of Ascendancy at 20:49 |
Primary Stats
Strength | 45 (base 33) |
Dexterity | 19 (base 15) |
Constitution | 32 (base 31) |
Magic | 156 (base 60) |
Willpower | 104 (base 60) |
Cunning | 37 (base 11) |
Resources
Life | -753/799 |
Mana | 818/924 |
Soul | 19/21 |
Healing Factor | 1.1724420161895 |
Regeneration | 0.29311050404737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 85 |
Accuracy | 18 |
Crit Chance | 12% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +45% |
Blight | +42% |
Arcane | +11% |
Cold | +55% |
All | 0% |
Lightning | +25% |
Physical | +3% |
Fire | +25% |
Darkness | +30% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 8 |
Physical Save | 23 |
Spell Save | 65 |
Mental Save | 53 |
Defense: Resistances
Acid | + 35%( 70%) |
Lightning | + 35%( 70%) |
Darkness | + 39%( 70%) |
Cold | + 61%( 70%) |
Arcane | + 18%( 70%) |
Fire | + 35%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Knockback Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 181 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
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
Spell / Glacial waste | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Nightfall | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Master necromancer | 1.60 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
Undead / Lich | 1.20 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Spell / Necrosis | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You failed to protect the injured seer from death by orc necromancer. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Ce'Nuta the orc warrior. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Prox 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 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: 838. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. 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 length of troll intestine. * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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. * Find a Resonating Diamond. | active |
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 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats Mag +8, Wil +8 offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Light source | ![]() 0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats Mag +6 offense ------ Spellpower +5 (+1 eff.) defense ------ Mind save +8 (+3 eff.) other ------- Light +6 See Stealth +10 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid, 10 fire, 10 lightning 10 cold Damage +25% acid, +25% fire +25% cold, +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid, +25% fire +25% cold, +25% lightning This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats Str +1, Dex +3, Con +1 offense ------ Physical Crit +3.0% Damage +3% physical defense ------ Defense +20 (+10 eff.) Create a shield absorbing up to 698 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 turn cooldown 100% to increase all damage by 19% for 2 turns. 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness, +10% cold defense ------ Resistance +10% darkness, +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +6, Wil +7, Cun +5 offense ------ Spellpower +8 (+2 eff.) On-Hit 23 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 32 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Mag +6 offense ------ Spellpower/crit +6 Damage +6% arcane defense ------ Spell save +9 (+3 eff.) other ------- Mana/turn +0.35 Max mana +25.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+4 eff.) Damage +20% acid, +20% cold +20% darkness, +20% blight other ------- 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. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +6 (+1 eff.) On-Hit 4 arcane Damage +5% arcane defense ------ Armor +6 Resistance +6% arcane Mind save +8 (+3 eff.) Life +45.00 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. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15 offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 6/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats Dex +1, Mag +3, Wil +2, Cun +3 offense ------ Spell Crit +6% Accuracy +5 (+3 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) 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 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 10/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 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 -838 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 1676 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 417% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 983% 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 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 880 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 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 17 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 303 damage for 5 turns. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 26 up to 8 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ 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 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats Cun +2, Mag +5 offense ------ Spellpower +7 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +31 lightning, +26 cold While equipped: offense ------ Move Speed +36% Ignore resists +21% lightning, +28% cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +31 lightning, +19 cold While equipped: offense ------ Physical Crit +14.0% Critical power +31.00% Move Speed +36% Ignore resists +12% lightning, +7% cold Ignore Armor +9 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +19% all Accuracy +19 (+10 eff.) Ignore Armor +14 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 227 damage over 5 turns and reducing armor and accuracy by 29 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On-hit +50 item blight disease Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 36 * Blasts creatures in a radius 1 shockwave around your target for 118.45 to 355.35 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 267.80 to 535.60 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Disrupt/Psionic Weapon Damage 64.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +12 darkness Damage Against +12% Living, +34% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Disrupt Weapon Damage 65.0 - 97.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +19 item nature slow Damage Against +27% Unnatural On Hit: * 19% chance to slow global speed by 60% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +20 item temporal energize On-crit, radius 2 +8 cold, +63 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +21.0% Global Speed +10% Damage +9% cold, +9% darkness +9% temporal Ignore resists +19% physical, +5% darkness +30% fire Accuracy +19 (+10 eff.) Ignore Armor +19 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 59.5 - 95.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +16 temporal On-crit, radius 2 +8 darkness While equipped: Stats Str +17, Dex +14, Mag +12 Wil +19, Cun +12, Con +22 offense ------ Mind Crit +5% Accuracy +17 (+9 eff.) defense ------ Defense +14 (+7 eff.) Life +98.00 Disarm Resist +36% other ------- Hate-on-crit +2.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Nature/Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +23 nature While equipped: offense ------ Accuracy +16 (+8 eff.) defense ------ Defense +14 (+7 eff.) Disarm Resist +41% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 59.5 - 95.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +26, Wil +16 offense ------ Physical Power +21 (+8 eff.) Ignore resists +16% physical defense ------ Life +107.00 Disarm Resist +17% Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: offense ------ Damage +21% physical, +17% temporal Ignore resists +8% physical, +23% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats Str +6, Wil +20, Con +14 offense ------ Physical Power +12 (+5 eff.) defense ------ Life +75.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead, +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 387.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +8, Dex +10, Mag +8 Wil +4, Cun +8, Con +8 offense ------ Physical Crit +9.0% Physical Power +10 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Critical power +21.00% Ignore resists +13% physical Accuracy +15 (+8 eff.) Ignore Armor +19 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning, +50 physical On-crit, radius 2 +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 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +18 cold While equipped: Stats Str +7 offense ------ Damage +9% physical Accuracy +19 (+10 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +4, Wil +6 offense ------ Mind Crit +8% Physical Power +10 (+5 eff.) Mindpower +16 (+5 eff.) On-Hit 30 dreamforge Damage +10% physical, +10% mind +10% fire Ignore resists +10% mind, +10% physical Accuracy +10 (+5 eff.) defense ------ Resistance +5% physical, +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 27.04 mind damage, 33.80 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.28 mind and 2.85 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +8 cold +20 item darkness numbing On-Hit, radius 1 +4 cold On Hit: * 20% chance to reduce damage dealt by 26% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +8% lightning, +8% cold +4% physical Ignore resists +25% cold defense ------ Defense +11 (+5 eff.) Resistance +3% darkness, +9% all Healmod +18% Heal-on-summon +28 Pinning Resist +31% other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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 Encumbrance T5 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +8 offense ------ Mind Crit +5% Critical power +15.00% Mindpower +10 (+3 eff.) defense ------ Physical save +10 (+5 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +13% mind, +24% darkness Ignore resists +11% mind, +13% darkness other ------- Max hate +6.00 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 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Global Speed +9% On-Hit 7 fire Damage +12% fire Ignore resists +9% fire defense ------ Resistance +11% fire other ------- 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 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Resonance +16% On-Hit 18 physical Damage +6% mind, +13% physical Ignore resists +6% mind, +13% physical defense ------ Resistance +8% mind, +16% physical other ------- Psi when Hit +1.90 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 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Resonance +17% On-Hit 13 acid Damage +10% acid, +5% mind Ignore resists +13% acid, +6% mind defense ------ Resistance +10% acid, +7% mind Life Regen +3.00 other ------- Psi when Hit +1.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +13 offense ------ Spell Crit +16% Critical power +17.00% Spellpower +30 (+6 eff.) Damage +30% lightning, +15% darkness +6% blight Ignore resists +5% arcane defense ------ Life Regen +2.90 Healmod +44% other ------- Mana-on-crit +2.00 Max mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+4 eff.) Damage +30% lightning Ignore Shields +11% defense ------ Armor +9 Defense +29 (+14 eff.) Shield Power +11% other ------- Wards +3 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: Stats Str +4 offense ------ Physical Power +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +12.0% Ignore resists +9% physical Accuracy +14 (+7 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Arcane Vortex level 5 On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: Stats Mag +4 offense ------ Spellpower +9 (+2 eff.) Damage +7% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego] Nature/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Accuracy +12 (+6 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +31% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 53.5 - 74.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +74 fire While equipped: offense ------ Global Speed +8% Ignore resists +20% fire One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Dex +4 offense ------ Physical Crit +12.0% Combat Speed +10% Accuracy +11 (+6 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: 20% Curse of Impotence level 4 While equipped: offense ------ Ignore resists +9% physical Accuracy +18 (+9 eff.) Ignore Armor +9 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Curse of Impotence level 5 While equipped: offense ------ Ignore resists +7% physical Accuracy +15 (+8 eff.) Ignore Armor +9 One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats Dex +10, Cun +12, Lck +9 offense ------ Physical Crit +13.0% Mind Crit +11% Mindpower +9 (+3 eff.) defense ------ Armor +2 Crit Resistance 5.00% Physical save +12 (+6 eff.) Stealth +10 Silence Resist +20% Pinning Resist +20% Teleport Resist +20% other ------- Disarm Traps +15 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +5% defense ------ Defense +1 (+0 eff.) Resistance +9% nature, +12% lightning Crit Resistance 5.00% Mind save +6 (+2 eff.) Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +21 (+11 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -7% Life +71.00 other ------- Max stamina +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats Cun +10, Wil +10 offense ------ Mind Crit +9% Mindpower +20 (+6 eff.) On-Hit 35 mind, 10% gloom effects Ignore resists +20% all When Hit 35 mind, 10% gloom effects defense ------ Defense +12 (+6 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +13% acid, +10% physical +11% fire, +11% cold defense ------ Resistance +8% lightning, +8% darkness +22% fire, +11% all +13% acid, +15% physical +8% blight, +23% cold +8% light Physical save +15 (+7 eff.) Spell save +30 (+8 eff.) Mind save +12 (+4 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +8% all defense ------ Resistance +12% darkness, +12% mind +11% all Physical save +12 (+6 eff.) Spell save +12 (+3 eff.) Mind save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Spell Crit +9% Mind Crit +5% Spellpower +27 (+6 eff.) Mindpower +4 (+1 eff.) defense ------ Resistance +15% all Mind save +19 (+6 eff.) other ------- Mana/turn +0.25 Max mana +76.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Cun +4 offense ------ Spell Crit +7% Spellpower +8 (+2 eff.) Damage +19% light, +23% darkness defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats Str +5, Mag +6, Wil +6 offense ------ Damage +12% lightning, +12% physical +21% cold defense ------ Resistance +12% lightning, +12% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats Mag +8, Wil +10 offense ------ Spell Crit +5% Spellpower +19 (+4 eff.) Spellpower/crit +5 Damage +13% arcane, +17% temporal defense ------ Resistance +13% all Silence Resist +39% other ------- Max mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats Mag +9 offense ------ Spell Crit +5% Spellpower +23 (+5 eff.) Damage +8% acid, +7% blight Ignore resists +20% arcane, +25% blight When Hit 10 light defense ------ Armor +3 Disease Resist +31% other ------- See Invisibility +9 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego++] Psionic While equipped: Stats Wil +9, Cun +5, Con +3 offense ------ Mindpower +6 (+2 eff.) Ignore resists +6% physical defense ------ Armor +5 Fatigue +4% Physical save +13 (+6 eff.) Spell save +10 (+3 eff.) Mind save +7 (+2 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats Str +9, Mag +9, Cun +3 defense ------ Defense +8 (+4 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 154.01 fire damage and 160.17 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats Cun +8, Wil +8 offense ------ Mind Crit +12% Mindpower +10 (+3 eff.) Damage +20% nature Ignore resists +20% nature defense ------ Armor +5 Defense +4 (+2 eff.) Spell save +10 (+3 eff.) Life +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Random Unique] Master/Psionic While equipped: Stats Str +5, Dex +2, Cun +5, Con +6 offense ------ Damage +3% light, +3% temporal Ignore Armor +7 When Hit 2 nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Fatigue +5% Resistance +23% mind, +12% light Physical save +13 (+6 eff.) Mind save +31 (+9 eff.) Confus Resist +50% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 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. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +5% Resistance +11% blight, +10% darkness Spell save +14 (+4 eff.) Mind save +12 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Nature While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +3 (+1 eff.) Resistance +10% fire, +10% cold A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +15% light, +16% darkness other ------- Stamina when Hit +1.80 EQ when Hit +2.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats Mag +8, Con +3 offense ------ Damage +7% arcane defense ------ Defense +2 (+1 eff.) Spell save +11 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego++] Nature/Psionic While equipped: Stats Cun +5, Wil +4 defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid, +7% cold Mind save +14 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats Cun +3, Wil +4 defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% nature, +14% blight Resist Against +9% Unnatural Mind save +17 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats Con +7 defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +21% Resistance +10% fire, -14% light +13% darkness Physical save +8 (+4 eff.) Spell save +7 (+2 eff.) Mind save +8 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego++] Nature While equipped: Stats Wil +4 defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +18% blight, +20% darkness Life +50.00 Life Regen +5.00 Healmod +14% other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego++] Nature/Master While equipped: Stats Str +7, Wil +4 defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +19% blight, +12% physical +37% darkness other ------- Light +3 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Master While equipped: defense ------ Armor +16 Defense +5 (+2 eff.) Fatigue +5% Physical save +8 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats Cun +7, Dex +8 defense ------ Armor +13 Defense +18 (+9 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ Mindpower +12 (+4 eff.) defense ------ Armor +12 Defense +20 (+10 eff.) Fatigue +8% Resistance +24% acid, +14% physical +14% fire, +14% lightning +13% cold other ------- Breathe water A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego++] Nature While equipped: Stats Wil +5 defense ------ Armor +16 Fatigue +22% Resistance +9% acid, +7% physical +22% darkness, +23% blight +14% cold, +10% lightning +10% fire Disarm Resist +32% Stun Resist +33% Knockbk Resist +36% other ------- Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+6 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- 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. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 141 physical damage over 5 turns (1/turn) defense ------ Armor +18 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Str +13, Dex +9 offense ------ Mind Crit +2% Mindpower +20 (+6 eff.) Damage +12% light, +6% temporal Accuracy +24 (+12 eff.) On shield block: * Deals 204 light and fire damage to each enemy blocked When Hit 19 fire defense ------ Armor +10 Fatigue +8% Resistance +15% light, +31% fire other ------- Psi when Hit +0.16 Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego+] Master Weapon Damage 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 50 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Weapon Damage 67.5 - 94.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +14.0% Capacity 24 Projectile Speed +200% On-ranged-hit +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego+] Master Weapon Damage 61.0 - 85.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +8.0% Capacity 23 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical 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 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 80 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+5 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 66.35 cold damage and 44.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats Con +6 offense ------ Mind Crit +6% On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Defense +15 (+7 eff.) Resistance +15% blight, +5% arcane +6% darkness Life +100.00 Life Regen +16.00 Cut Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +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 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Master Weapon Damage 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +18 Ignore Armor +6 Critical Rate +19.0% Capacity 19 On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego] Disrupt/Master Weapon Damage 52.0 - 62.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +23 Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +13 item nature slow On Hit: * 13% chance to slow global speed by 60% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 395 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 70. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats Dex +2, Wil +2, Cun +3, Con +2 other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 15 turn cooldown 100% to heal for 82. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego] Nature Sting an enemy dealing 452 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical 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 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By I cast, UNDEATH! the Lich Necromancer level 33
13rd Dusk 123rd year of Ascendancy at 05:49 see stats
By I cast, UNDEATH! the Lich Necromancer level 31
3rd Summertide 123rd year of Ascendancy at 00:37 see stats
By I cast, UNDEATH! the Cornac Necromancer level 24
17th Pyre 123rd year of Ascendancy at 01:24 see stats
By I cast, UNDEATH! the Lich Necromancer level 43
4th Regrowth 124th year of Ascendancy at 08:48 see stats
By I cast, UNDEATH! the Lich Necromancer level 36
17th Haze 123rd year of Ascendancy at 20:52 see stats
By I cast, UNDEATH! the Cornac Necromancer level 20
1st Allure 123rd year of Ascendancy at 23:14 see stats
By I cast, UNDEATH! the Lich Necromancer level 41
5th Decay 123rd year of Ascendancy at 09:02 see stats
By I cast, UNDEATH! the Cornac Necromancer level 19
76th Haze 122nd year of Ascendancy at 19:26 see stats
By I cast, UNDEATH! the Lich Necromancer level 37
27th Haze 123rd year of Ascendancy at 21:44 see stats
By I cast, UNDEATH! the Lich Necromancer level 35
13rd Haze 123rd year of Ascendancy at 22:20 see stats
By I cast, UNDEATH! the Lich Necromancer level 39
52nd Haze 123rd year of Ascendancy at 05:42 see stats
By I cast, UNDEATH! the Lich Necromancer level 47
34th Regrowth 124th year of Ascendancy at 05:31 see stats
By I cast, UNDEATH! the Cornac Necromancer level 18
74th Dusk 122nd year of Ascendancy at 05:47 see stats
By I cast, UNDEATH! the Lich Necromancer level 33
66th Dusk 123rd year of Ascendancy at 09:05 see stats
By I cast, UNDEATH! the Lich Necromancer level 37
27th Haze 123rd year of Ascendancy at 23:47 see stats
By I cast, UNDEATH! the Cornac Necromancer level 27
55th Pyre 123rd year of Ascendancy at 22:21 see stats
By I cast, UNDEATH! the Lich Necromancer level 45
4th Regrowth 124th year of Ascendancy at 13:25 see stats
By I cast, UNDEATH! the Lich Necromancer level 39
53rd Haze 123rd year of Ascendancy at 00:34 see stats
By I cast, UNDEATH! the Lich Necromancer level 33
12nd Dusk 123rd year of Ascendancy at 02:16 see stats
By I cast, UNDEATH! the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 03:22 see stats
By I cast, UNDEATH! the Cornac Necromancer level 20
1st Allure 123rd year of Ascendancy at 10:42 see stats
By I cast, UNDEATH! the Lich Necromancer level 30
9th Mirth 123rd year of Ascendancy at 20:04 see stats
By I cast, UNDEATH! the Lich Necromancer level 40
53rd Haze 123rd year of Ascendancy at 20:20 see stats
By I cast, UNDEATH! the Lich Necromancer level 28
4th Mirth 123rd year of Ascendancy at 16:04 see stats
By I cast, UNDEATH! the Cornac Necromancer level 18
19th Haze 122nd year of Ascendancy at 11:25 see stats
By I cast, UNDEATH! the Lich Necromancer level 42
9th Decay 123rd year of Ascendancy at 19:45 see stats
By I cast, UNDEATH! the Cornac Necromancer level 15
62nd Dusk 122nd year of Ascendancy at 03:08 see stats
By I cast, UNDEATH! the Lich Necromancer level 36
14th Haze 123rd year of Ascendancy at 03:59 see stats
By I cast, UNDEATH! the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 06:07 see stats
By I cast, UNDEATH! the Cornac Necromancer level 27
55th Pyre 123rd year of Ascendancy at 23:09 see stats
By I cast, UNDEATH! the Lich Necromancer level 33
64th Dusk 123rd year of Ascendancy at 08:55 see stats
By I cast, UNDEATH! the Cornac Necromancer level 15
62nd Dusk 122nd year of Ascendancy at 13:23 see stats
By I cast, UNDEATH! the Cornac Necromancer level 26
38th Pyre 123rd year of Ascendancy at 22:07 see stats
By I cast, UNDEATH! the Cornac Necromancer level 19
10th Decay 122nd year of Ascendancy at 00:26 see stats
By I cast, UNDEATH! the Lich Necromancer level 30
2nd Summertide 123rd year of Ascendancy at 01:25 see stats
Log
Eilinothra the Herald is free from the decrepitude disease.
Xowyn the Frozen Terror is no longer transformed.
Layeralaith the Flame Terror is free from the rotting disease.
Layeralaith the Flame Terror's can be afflicted again.
Layeralaith the Flame Terror stops burning.
Xereldalle the Storm Terror's Living Lightning hits Armoured skeleton warrior for (58 absorbed), 0 lightning (0 total damage).
Weakness Disease from Ghoulking hits Layeralaith the Flame Terror for 68 blight damage.
Decrepitude Disease from Bone horror hits Layeralaith the Flame Terror for 75 blight damage.
Bleeding from I cast, UNDEATH! hits Eilinothra the Herald for 40 physical damage.
Frost Cut from I cast, UNDEATH! hits Voryna the Herald for 159 cold damage.
Bleeding from I cast, UNDEATH! hits Xowyn the Frozen Terror for 30 physical damage.
Bleeding from I cast, UNDEATH! hits Layeralaith the Flame Terror for 77 physical damage.
Frost Cut from I cast, UNDEATH! hits Eilinothra the Herald for 78 cold damage.
Frost Cut from I cast, UNDEATH! hits Beastmaster Emirin for 0 cold damage.
Decrepitude Disease from Eilinothra the Herald hits Voryna the Herald for 6 blight damage.
Raze hits Voryna the Herald for 16 darkness damage.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior is stunned!
Heavy bone giant uses Bone Armour.
A shield forms around heavy bone giant.
Heavy bone giant's spell attains critical power!
Something hits Armoured skeleton warrior for (11 absorbed), (389 to bones), 0 lightning (0 total damage).
Bone Spike hits Voryna the Herald for 73 physical damage.
Xowyn the Frozen Terror uses Cocoon Bomb.
Armoured skeleton warrior is corroded.
Heavy bone giant is corroded.
Xowyn the Frozen Terror hits Heavy bone giant for (252 absorbed), 0 acid (0 total damage).
Xowyn the Frozen Terror hits Armoured skeleton warrior for 402 acid damage.
Xowyn the Frozen Terror hits I cast, UNDEATH! for (22 flat reduction), 374 acid (374 total damage).
I cast, UNDEATH! the level 48 lich necromancer was melted to death by Xowyn the Frozen Terror on level 1 of Hidden Vault - Gorbat Pride (3).