











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 50 / 1828% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 58th Dusk 122nd year of Ascendancy at 18:44 / 51Killed by worm that walks at level 15 on the 58th Dusk 122nd year of Ascendancy at 20:57 Killed by worm that walks at level 15 on the 59th Dusk 122nd year of Ascendancy at 03:10 Killed by Emamirin the master vampire at level 16 on the 61st Dusk 122nd year of Ascendancy at 18:31 Killed by Aerebeth the elder vampire at level 16 on the 62nd Dusk 122nd year of Ascendancy at 00:09 Killed by worm that walks at level 16 on the 62nd Dusk 122nd year of Ascendancy at 22:04 Killed by Layille the giant eel at level 16 on the 63rd Dusk 122nd year of Ascendancy at 20:56 Killed by naga myrmidon at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 06:42 Killed by boiling horror at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 09:05 Killed by naga psyren at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:24 Killed by boiling horror at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 21:49 Killed by Spans the halfling at level 24 on the 50th Pyre 123rd year of Ascendancy at 18:16 Killed by radiant horror at level 28 on the 79th Pyre 123rd year of Ascendancy at 02:33 Killed by orc blood mage at level 35 on the 1st Time of Balance 124th year of Ascendancy at 15:43 Killed by orc elite berserker at level 37 on the 3rd Flare 124th year of Ascendancy at 04:57 Killed by Grushnak, Battlemaster of the Pride at level 38 on the 24th Dusk 124th year of Ascendancy at 13:53 Killed by multi-hued drake at level 42 on the 70th Dusk 124th year of Ascendancy at 18:25 Killed by orc necromancer at level 44 on the 1st Time of Equilibrium 124th year of Ascendancy at 12:24 Killed by Ememira the orc necromancer at level 45 on the 1st Haze 124th year of Ascendancy at 11:21 Killed by Inquisitor Xerimina at level 45 on the 2nd Haze 124th year of Ascendancy at 15:39 Killed by armoured skeleton warrior at level 45 on the 2nd Haze 124th year of Ascendancy at 17:32 Killed by necrotic abomination at level 45 on the 2nd Haze 124th year of Ascendancy at 20:45 Killed by armoured skeleton warrior at level 45 on the 2nd Haze 124th year of Ascendancy at 22:45 Killed by Tortured Mass Layymira at level 45 on the 3rd Haze 124th year of Ascendancy at 01:28 Killed by Tortured Mass Layymira at level 45 on the 3rd Haze 124th year of Ascendancy at 09:02 Killed by Yvuyama the Tortured Mass at level 45 on the 3rd Haze 124th year of Ascendancy at 15:56 Killed by Yvuyama the Tortured Mass at level 45 on the 3rd Haze 124th year of Ascendancy at 18:23 Killed by ghast at level 45 on the 3rd Haze 124th year of Ascendancy at 20:16 Killed by Yvuyama the Tortured Mass at level 45 on the 3rd Haze 124th year of Ascendancy at 22:13 Killed by Yvuyama the Tortured Mass at level 45 on the 3rd Haze 124th year of Ascendancy at 23:55 Killed by Rak'shor, Grand Necromancer of the Pride at level 46 on the 48th Haze 124th year of Ascendancy at 09:29 Killed by Rak'shor, Grand Necromancer of the Pride at level 46 on the 48th Haze 124th year of Ascendancy at 11:50 Killed by ghoulking at level 46 on the 48th Haze 124th year of Ascendancy at 14:00 Killed by ghast at level 46 on the 48th Haze 124th year of Ascendancy at 16:36 Killed by ghast at level 46 on the 48th Haze 124th year of Ascendancy at 18:28 Killed by ghast at level 46 on the 48th Haze 124th year of Ascendancy at 20:51 Killed by ghoul at level 46 on the 48th Haze 124th year of Ascendancy at 23:33 Killed by Eladhewe the orc cryomancer at level 46 on the 61st Haze 124th year of Ascendancy at 21:25 Killed by Isloldavea the Invoker at level 47 on the 64th Haze 124th year of Ascendancy at 02:11 Killed by orc cryomancer at level 48 on the 71st Haze 124th year of Ascendancy at 02:13 Killed by Adynne the oozing horror at level 49 on the 1st Allure 125th year of Ascendancy at 11:47 Killed by orc high pyromancer at level 49 on the 2nd Allure 125th year of Ascendancy at 21:35 Killed by beam trap at level 50 on the 2nd Regrowth 125th year of Ascendancy at 23:03 Killed by minotaur at level 50 on the 4th Regrowth 125th year of Ascendancy at 22:54 Killed by faerlhing at level 50 on the 5th Regrowth 125th year of Ascendancy at 23:04 Killed by Xeriavea the runed bone giant at level 50 on the 6th Regrowth 125th year of Ascendancy at 10:51 Killed by Xeriavea the runed bone giant at level 50 on the 6th Regrowth 125th year of Ascendancy at 13:21 Killed by orc blood mage at level 50 on the 7th Regrowth 125th year of Ascendancy at 04:01 Killed by radiant horror at level 50 on the 9th Regrowth 125th year of Ascendancy at 08:00 Killed by orc high pyromancer at level 50 on the 10th Regrowth 125th year of Ascendancy at 01:50 Killed by faerlhing at level 50 on the 10th Regrowth 125th year of Ascendancy at 14:55 |
Primary Stats
Strength | 65 (base 24) |
Dexterity | 103 (base 60) |
Constitution | 96 (base 60) |
Magic | 118 (base 60) |
Willpower | 46 (base 18) |
Cunning | 39 (base 10) |
Resources
Life | 1525/1525 |
Paradox | 350 |
Healing Factor | 1.1350153550372 |
Regeneration | 15.038953454243 |
Speed
Mental | -9.9920072216264E-13% |
Attack | -9.9920072216264E-13% |
Movement | +66.80425806594% |
Spell | -9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 62.699411002434 |
See Invisible | 64.699411002434 |
Offense: Mainhand
Damage | 291 |
Accuracy | 72 |
Crit Chance | 39% |
APR | 100 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +25% |
Arcane | +38% |
Cold | +42% |
All | +17% |
Darkness | +44% |
Light | +22% |
Temporal | +51% |
Lightning | +67% |
Fire | +62% |
Nature | +34% |
Offense: Damage Penetration
Light | +35% |
Blight | +45% |
Arcane | +50% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 41 (69.687909656376%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 49 |
Mental Save | 35 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 54%( 70%) |
All | + 22%( 70%) |
Darkness | + 29%( 70%) |
Light | + 47%( 70%) |
Temporal | + 38%( 80%) |
Physical | + 23%( 70%) |
Lightning | + 57%( 70%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 63% |
Instadeath Resistance | 100% |
Poison Resistance | 17% |
Blind Resistance | 41% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 208 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 690 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.64 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.64 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon Folding |
talent | Temporal Hounds |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1832. | 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 faerlhing fang. * You've found the needed vial of squid ink. * You've found the needed vial of greater demon bile. | 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. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +3, Con +3 offense ------ Physical Power +12 (+2 eff.) Spellpower +9 (+2 eff.) Mindpower +9 (+3 eff.) Damage +12% arcane Ignore resists +25% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Armor +5 Fatigue -8% Resistance +5% arcane Physical save +10 (+4 eff.) other ------- Encumbrance +40 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 50% Dex, 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats Str +8, Dex +3 offense ------ Physical Crit +1.0% Damage +15% darkness, +9% arcane When Hit 19 fire defense ------ Defense +10 (+1 eff.) Resistance +11% light, +7% fire Affinity +5% darkness Physical save +6 (+2 eff.) Blind Resist +41% Confus Resist +23% other ------- Light +10 Infravision +4 See Stealth +17 See Invisibility +19 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 303.65 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 26% Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 20% for 2 turns. 100% to heal for 65. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Str +13, Cun +10, Con +13 offense ------ Physical Power +15 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 21 physical Damage +17% nature, +6% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 32 defense ------ Defense +15 (+2 eff.) Resistance +34% nature, +9% darkness other ------- Stamina/turn +3.00 Hate-on-crit +3.00 Max stamina +20.00 Max hate +12.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +9% nature, +15% blight Life +52.00 Life Regen +15.00 Healmod +15% Poison Resist +17% Disease Resist +17% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: offense ------ Spellpower +9 (+2 eff.) Mindpower +30 (+9 eff.) When Hit 8 mind defense ------ Armor +12 Fatigue -8% Mind save +15 (+6 eff.) other ------- Encumbrance +58 Max psi +30.00 Create a temporary shield that absorbs 242 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats Dex +10, Mag +10 offense ------ Spell Crit +10% Spellpower +30 (+6 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 158 to 316 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +6, Dex +4, Cun +2 offense ------ Physical Power +9 (+2 eff.) Damage +24% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +6% blight Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Cun, 40% Mag, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light, 30 fire On-Ranged-Hit 15 light, 30 fire Damage +20% fire, +5% light, +10% all Ignore resists +10% light, +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+2 eff.) Resistance +20% fire, +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.4 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 283.39 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. This object's appearance was changed to Eel-skin armour. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Lck +10 offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+1 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+7 eff.) Spell save +20 (+7 eff.) Mind save +20 (+8 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.4 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Wil +7 defense ------ Resistance +1% physical, +19% fire +9% light, +21% cold Spell save +9 (+3 eff.) Unlife -40.00 life other ------- Masteries +0.34 Chronomancy/Blade Threading +0.34 Chronomancy/Bow Threading Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. 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 [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% 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 Dexterity 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 [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% 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. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 64 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 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 421 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Lck +10, Str +6 offense ------ Damage +12% acid, +6% fire Accuracy +9 (+3 eff.) defense ------ Defense +13 (+2 eff.) Resistance +21% acid Resist unseen 15% other ------- Masteries +0.31 Chronomancy/Spacetime Folding Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Resistance +9% blight, +28% fire +15% mind, +18% cold Unlife -40.00 life Life Regen +2.00 other ------- Max psi +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 272 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats Mag +3 offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% light, +5% temporal +5% darkness, +5% physical Ignore Shields +20% defense ------ Defense +20 (+3 eff.) Resistance +3% temporal, +9% mind +3% darkness Silence Resist +20% other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+2 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats Mag +5, Wil +4, Cun +3 offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire, -5% cold defense ------ Resistance +20% fire, -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +10, Con +6 defense ------ Physical save +18 (+6 eff.) Mind save +18 (+7 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 442.10 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Str +2, Dex +1 offense ------ Physical Crit +1.0% Ignore resists +5% darkness, +15% physical defense ------ Resistance +18% lightning, +9% cold Stun Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats Wil +4 offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.3 Power cost 50 out of 80/80. Range melee/personal Cooldown: 45 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Chronomancy/Temporal Hounds Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Combat Speed +10% Damage +6% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +13.00% Accuracy +7 (+2 eff.) Ignore Armor +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats Wil +3, Mag +6 offense ------ Mindpower +5 (+2 eff.) Spellpower/crit +5 defense ------ Mind save +11 (+5 eff.) Confus Resist +16% other ------- Mana/turn +0.17 Max mana +50.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats Wil +4 offense ------ Mindpower +11 (+4 eff.) defense ------ Mind save +10 (+5 eff.) Blind Resist +26% Confus Resist +25% other ------- Infravision +6 Sight +2 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +6 Defense +6 (+1 eff.) Max Resistance +5% all Physical save +18 (+6 eff.) Blind Resist +18% other ------- Infravision +6 Sight +2 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +16 (+6 eff.) Spell save +11 (+4 eff.) Mind save +20 (+8 eff.) other ------- Masteries +0.34 Chronomancy/Temporal Combat +0.34 Chronomancy/Speed Control Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane While equipped: Stats Mag +4 offense ------ Spell Crit +5% Critical power +16.00% Spellpower +16 (+4 eff.) Damage +7% temporal, +8% light +9% blight, +10% fire +6% physical, +8% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats Str +6, Con +5 defense ------ Physical save +15 (+5 eff.) Life +44.00 Life Regen +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Con +8 defense ------ Resistance +3% darkness, +11% temporal Crit Resistance 5.00% Healmod +10% Cut Resist +20% Pinning Resist +35% Knockbk Resist +31% other ------- Hate-on-crit +3.00 Max psi +20.00 Masteries +0.37 Chronomancy/Stasis Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats Dex +3, Cun +3, Con +7 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 Blind Resist +10% other ------- Stamina/turn +0.50 Infravision +6 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats Dex +7, Cun +6, Con +14 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +1.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: Stats Dex +8, Cun +9, Con +9 offense ------ Critical power +19.00% Move Speed +10% Accuracy +8 (+2 eff.) Ignore Armor +13 defense ------ Fatigue -8% Life Regen +5.00 other ------- Stamina/turn +1.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Str +8, Dex +6, Wil +6 offense ------ On-Hit 8 light, 6 darkness Damage +9% light, +9% darkness When Hit: * 5% chance to reduce damage dealt by 26% * 8% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +2 defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% physical other ------- Stamina/turn +0.60 Masteries +0.34 Chronomancy/Chronomancy Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 123.31 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% light, +24% acid When Hit 6 light defense ------ Resistance +9% nature, +10% blight Poison Resist +18% Disease Resist +22% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal, +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 275.15 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+14 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats Wil +5, Mag +18 offense ------ Spellpower +9 (+2 eff.) On-Hit 41 light On-Ranged-Hit 50 light Damage +46% light Ignore resists +15% temporal When Hit 2 temporal defense ------ Resistance +9% lightning, +3% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats Wil +8 offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+8 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.05 cold and 16.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Wil +6, Cun +6, Con +4 offense ------ Mindpower +11 (+4 eff.) Damage +9% light Accuracy +11 (+3 eff.) Ignore Armor +14 defense ------ Defense +11 (+2 eff.) Resistance +12% lightning, +6% fire Physical save +8 (+3 eff.) other ------- Light +2 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning, +4% physical +4% cold, +4% fire +15% arcane, +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+4 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 294.21 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats Str +7, Cun +4, Con +5 offense ------ Physical Power +10 (+2 eff.) On-Hit 12 physical On-Ranged-Hit 20 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 15% 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: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +15% acid, +13% fire +17% lightning, +13% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Dex +4 offense ------ Accuracy +17 (+5 eff.) Ignore Armor +9 defense ------ Defense +7 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+3 eff.) Ignore Armor +9 defense ------ Defense +8 (+1 eff.) Fatigue -6% other ------- Encumbrance +24 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats Cun +5, Mag +4 offense ------ Spellpower +10 (+2 eff.) Accuracy +12 (+3 eff.) Ignore Armor +11 defense ------ Defense +10 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +4 defense ------ Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats Con +3 defense ------ Spell save +14 (+5 eff.) Life +40.00 Life Regen +5.00 Healmod +13% other ------- Max stamina +21.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats Con +4 defense ------ Spell save +17 (+6 eff.) Life +88.00 Life Regen +10.00 Healmod +16% other ------- Max stamina +25.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats Con +5 defense ------ Resistance +18% acid, +14% fire +14% lightning, +21% cold Spell save +15 (+5 eff.) other ------- Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats Dex +6, Mag +3, Cun +7 offense ------ On-Hit 22 light On-Ranged-Hit 23 light Damage +11% light Accuracy +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats Cun +6, Dex +6 offense ------ Accuracy +5 (+2 eff.) defense ------ Resistance +16% acid, +14% fire +21% lightning, +14% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +3, Wil +6, Cun +6 offense ------ Mindpower +8 (+3 eff.) On-Hit 19 light On-Ranged-Hit 15 light Damage +13% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +9% nature, +10% blight Life +77.00 Life Regen +10.00 Healmod +18% Poison Resist +16% Disease Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +10% Accuracy +5 (+2 eff.) defense ------ Defense +8 (+1 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +22% acid, +15% fire +18% lightning, +19% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Str +3 offense ------ Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Armor +6 Defense +7 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 58.0 - 87.0 Physical Uses 170% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +4 lightning Damage Against +33% Unnatural On-Hit, radius 1 +8 lightning On-crit, radius 2 +20 light 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% While equipped: Stats Str +10, Dex +9, Mag +12 Wil +9, Cun +9, Con +12 offense ------ Accuracy +16 (+4 eff.) When Hit 4 lightning defense ------ Defense +13 (+2 eff.) Resistance +6% lightning Disarm Resist +60% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 37.0 - 48.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 fire On-Hit, radius 1 +8 blight On-crit, radius 2 +20 blight, +4 fire While equipped: Stats Con +11, Wil +11 offense ------ Physical Crit +10.0% Critical power +31.00% Ignore resists +10% blight, +13% physical Accuracy +19 (+5 eff.) Ignore Armor +24 defense ------ Life +109.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Nature Weapon Damage 38.5 - 50.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +40 nature, +20 darkness While equipped: offense ------ Ignore resists +20% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce armor by 45% defense ------ Resistance +15% nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 18.5 - 24.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +20 item manaburn arcane On Hit: * 20 arcane resource burn While equipped: Stats Wil +2, Con +3 offense ------ Physical Power +8 (+2 eff.) Ignore resists +8% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature Physical save +3 (+1 eff.) Disarm Resist +16% other ------- EQ when Hit +0.08 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 24.5 - 31.9 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 blight +5 item blight disease +4 nature On-Hit, radius 1 +16 nature On Hit: * 5% chance to reduce strength, dexterity, and constitution by 34 While equipped: Stats Str +2 offense ------ Damage +6% temporal, +8% physical Accuracy +5 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 80% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+3 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 30% Cun, 85% Mag, 35% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats Cun +8, Dex +4 offense ------ Damage +30% nature, +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 80% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+3 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) defense ------ Stun Resist +60% other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 38.0 - 49.4 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +21.0% Attack Speed 100% On-Hit, radius 1 +20 physical On Critical: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats Dex +5 offense ------ Damage +12% fire Ignore resists +15% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 27.0 - 35.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +13 cold, +13 mind +10 item expose On Hit: * 10% chance to reduce all saves and defense by 32 While equipped: Stats Str +5, Wil +4, Cun +5 offense ------ Damage +11% physical Accuracy +15 (+4 eff.) defense ------ Armor +2 Resistance +9% acid, +9% cold +3% temporal Mind save +9 (+4 eff.) Healmod +5% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Disrupt Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +26% 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% On Critical: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 38.5 - 50.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +15 nature On-crit, radius 2 +57 fire While equipped: offense ------ Global Speed +6% Damage +21% nature Ignore resists +15% acid, +19% fire Accuracy +12 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Defense +11 (+2 eff.) Disarm Resist +44% Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-Hit, radius 1 +16 arcane While equipped: Stats Str +5, Wil +23, Con +17 offense ------ Physical Power +20 (+4 eff.) Damage +12% arcane Ignore resists +23% all Accuracy +30 (+8 eff.) Ignore Armor +23 defense ------ Resistance +12% nature, +5% arcane Life +137.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 160% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+5 eff.) Damage +15% blight, +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 150% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats Str +10, Wil +10, Cun +7 offense ------ Accuracy +18 (+5 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 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 155% Mag Mastery Strength of Purpose 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 379.42 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 T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Wil +8 offense ------ Mind Crit +7% Mindpower +14 (+5 eff.) defense ------ Resistance +15% mind Mind save +25 (+10 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 60% Wil, 50% Mag, 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 Wil +10 offense ------ Mind Crit +9% Mindpower +18 (+6 eff.) Damage +20% nature, +10% acid Ignore resists +20% nature, +10% acid defense ------ Resistance +25% blight, +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 61.53 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 50% Mag, 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 +3, Wil +6 offense ------ Mind Crit +9% Mindpower +18 (+6 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 42 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 Encumbrance T4 trident 2H weapon [Unique] Nature Weapon Damage 80.0 - 112.0 Physical Uses 190% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 100% On-hit +20 nature, +15 cold On Hit: 40% Water Bolt level 3 While equipped: offense ------ Damage +20% cold Accuracy +10 (+3 eff.) defense ------ Resistance +25% cold Spell save +18 (+6 eff.) other ------- See Invisibility +2 On Spell Hit: 20% Water Bolt level 3 Freeze: Effective talent level: 3.0 Power cost 60 out of 150/150. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 355.39. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 50.5 - 70.7 Physical Uses 150% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 darkness Damage Against +26% Unnatural On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats Wil +4 offense ------ Ignore resists +25% mind One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 150% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats Str +4, Dex +4 offense ------ Ignore resists +30% physical Accuracy +40 (+10 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 140% Mag, 40% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid, +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 28.0 - 30.8 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison, +22 bleed On Hit: 30% Disarm level 3 While equipped: offense ------ Accuracy +10 (+3 eff.) other ------- See Stealth +9 See Invisibility +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab level 3 On Hit: 20% Bone Spear level 4 While equipped: offense ------ Spellpower +4 (+1 eff.) Combat Speed +10% defense ------ Defense +12 (+2 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear level 4 Bone Nova: Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 188.85 physical damage, and inflicting bleeding for another 94.42 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight, +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats Wil +6 offense ------ Physical Crit +6.0% Critical power +12.00% Physical Power +4 (+1 eff.) Damage +12% fire Ignore resists +20% cold defense ------ Resistance +6% blight, +3% fire +6% lightning Spell save +3 (+1 eff.) Mind save +13 (+6 eff.) Life +168.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ When Hit 6 lightning defense ------ Resistance +12% acid, +3% cold +5% arcane, +3% light Spell save +6 (+2 eff.) Life +38.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats Con +5, Wil +5 defense ------ Resistance +15% lightning, +15% temporal +15% light, +15% fire +15% nature, +15% acid +10% physical, +15% blight +15% cold, +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+6 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +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 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats Dex +5, Mag +5, Wil +5, Cun +4 offense ------ Physical Crit +6.0% Spell Crit +4% Mind Crit +8% Damage +12% blight Ignore resists +10% lightning When Hit 2 lightning, 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +3% lightning Physical save +14 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats Dex +5, Mag +8, Wil +8, Cun +5 Lck +8 offense ------ Spell Crit +5% Spellpower +9 (+2 eff.) Damage +15% lightning, +6% mind Ignore resists +25% mind, +15% blight defense ------ Mind save +10 (+5 eff.) Stealth +13 other ------- Disarm Traps +30 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats Str +5, Dex +4, Cun +5, Con +3 Lck +5 offense ------ Physical Power +8 (+2 eff.) defense ------ Physical save +8 (+3 eff.) Stealth +7 other ------- Disarm Traps +11 Infravision +5 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Str +1, Dex +1 offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% blight, +6% lightning Physical save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats Str +5, Dex +4, Wil +4, Cun +7 offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +5 (+1 eff.) defense ------ Physical save +11 (+4 eff.) Spell save +16 (+6 eff.) Mind save +11 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats Cun +6, Wil +5 offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+1 eff.) Resistance +15% mind Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 54 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +12 offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+2 eff.) Resistance +25% cold, -15% fire, +8% all Release a radius 4 chilling blast, instantly dealing 609.18 cold damage and condensing the air into freezing vapors that deal 203.06 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats Dex +4, Wil +8, Cun +6 offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+7 eff.) On-Hit 30 mind, 30 darkness Damage +4% all When Hit 30 mind, 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness, +10% mind Mind save +10 (+5 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% light, +18% darkness Ignore resists +26% light When Hit 10 light, 10 darkness defense ------ Defense +3 (+0 eff.) Resistance +16% mind Life +60.00 other ------- Light +3 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 [Unique] Arcane While equipped: Stats Cun +10, Mag +10 offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+2 eff.) Resistance +30% light, +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Wil +5 offense ------ Mind Crit +2% Mindpower +10 (+4 eff.) Damage +18% mind, +9% cold When Hit 4 lightning, 6 mind defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +6% lightning, +18% cold 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 [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning, +20% darkness +20% fire, +20% cold +20% nature, -30% arcane Max Resistance +10% lightning, +10% darkness +10% fire, +10% cold +10% nature, -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats Str +4, Dex +3, Con +6 defense ------ Defense +3 (+0 eff.) Spell save +7 (+3 eff.) other ------- Stamina/turn +0.80 Masteries +0.30 Technique/Combat training 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 T3 cloak armor [Rare] Master While equipped: Stats Dex +4 offense ------ Physical Power +5 (+1 eff.) Damage +12% acid Ignore resists +5% acid Ignore Armor +2 defense ------ Defense +25 (+4 eff.) Physical save +7 (+3 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 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Str +2, Wil +3, Con +3 offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +5, Wil +4, Cun +3 offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+9 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats Cun +10, Wil +10 offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) On-Hit 35 mind, 10% gloom effects Ignore resists +20% all When Hit 35 mind, 10% gloom effects defense ------ Defense +12 (+2 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 +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +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 T4 cloth armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+2 eff.) Resistance +25% nature, +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats Cun +6, Mag +10 offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+2 eff.) Resistance +50% fire, -10% cold, +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+6 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal, +20% physical Ignore resists +20% temporal, +20% physical When Hit 20 physical, 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal, +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+2 eff.) Resistance +20% lightning, +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Damage +18% lightning, +15% mind +6% arcane Ignore resists +5% arcane defense ------ Resistance +27% lightning, +17% blight +5% arcane, +13% all Spell save +20 (+7 eff.) Life +40.00 Life Regen +2.50 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats Mag +5, Wil +4 offense ------ Spell Crit +16% Spellpower +32 (+7 eff.) Damage +27% arcane, +24% temporal defense ------ Resistance +15% all other ------- Mana/turn +0.22 Max mana +113.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats Str +3, Dex +3, Con +6 offense ------ Physical Crit +2.0% Critical power +20.00% When Hit 6 physical defense ------ Armor +17 Resistance +15% fire, +14% cold other ------- Infravision +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight, +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+0 eff.) Fatigue +8% Poison Storm: Effective talent level: 3.0 Power cost 30 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 31.78 blight damage and is poisoned for 127.12 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats Str +20, Dex -6, Con +10 offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resistance +15% acid, +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: Stats Wil +4, Mag +9 offense ------ Spell Crit +3% defense ------ Armor +5 other ------- Mana/turn +0.51 Max mana +38.00 Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats Cun +4, Dex +9 offense ------ Move Speed +10% Damage +6% arcane defense ------ Armor +11 Fatigue -8% Crit Resistance 15.00% Life +50.00 other ------- Stamina/turn +0.70 Light +3 Infravision +3 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +5, Lck +10, Con +4 offense ------ Spell Crit +3% Damage +24% arcane Ignore resists +25% arcane defense ------ Armor +3 Spell save +12 (+4 eff.) Stealth +8 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats Dex +4, Mag +2, Lck +8 defense ------ Armor +3 Stealth +7 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats Str +3, Con +7 offense ------ Damage +7% physical defense ------ Armor +5 Fatigue -4% Physical save +11 (+4 eff.) other ------- Encumbrance +35 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +15% darkness, +20% temporal defense ------ Armor +5 Resistance +27% darkness, +24% temporal Silence Resist +37% Confus Resist +40% Stun Resist +36% Out-of-Phase Defense +19 Out-of-Phase Resistance +15% Out-of-Phase Resilience +23% A pair of boots made of leather. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Mag, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats Str +6, Mag +6 offense ------ Spell Crit +10% Spellpower +10 (+2 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 40% Cun, 40% Mag, 60% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 82.42 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats Con +3 defense ------ Armor +8 Fatigue +5% Physical save +19 (+7 eff.) Spell save +9 (+3 eff.) Mind save +21 (+8 eff.) Life +62.00 Disarm Resist +28% Unarmed combat: Weapon Damage 34.5 - 48.3 Physical Uses 40% Cun, 40% Mag, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +24 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats Str +5, Wil +5, Con +5, Lck -4 offense ------ Damage +10% physical, +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 137.70 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+10 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats Mag +4, Wil +5 offense ------ Spellpower +5 (+1 eff.) defense ------ Defense +3 (+0 eff.) Shield Power +10% Life Regen +3.80 A pointy cloth hat, very wizardly... This object's appearance was changed to hardened leather cap. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats Lck +14, Str +3 offense ------ Physical Crit +5.0% Spell Crit +7% Mind Crit +6% defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 342.4 Physical damage. If the attack hits, the target is confused (45% 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. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats Str +7, Dex +18 defense ------ Armor +5 Fatigue +5% Resistance +22% darkness other ------- Infravision +5 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 342.4 Physical damage. If the attack hits, the target is confused (45% 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 cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats Cun +3, Dex +3 offense ------ Ignore Armor +6 defense ------ Armor +12 Defense +5 (+1 eff.) Fatigue +5% Resistance +4% all Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: Stats Lck +13 offense ------ Physical Crit +7.0% Spell Crit +4% Mind Crit +5% Damage +15% temporal Ignore resists +25% temporal defense ------ Armor +5 Fatigue +5% Resistance +13% nature, +15% light +13% darkness Spell save +5 (+2 eff.) Life +88.00 Healmod +12% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On-ranged-hit +25 item light blind On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 50% Dex, 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 140% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 73.0 - 102.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 19 On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 68.5 - 95.9 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +24 Ignore Armor +18 Critical Rate +20.0% Capacity 22 On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Master Weapon Damage 80.5 - 112.7 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +32.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Nature/Master Weapon Damage 64.0 - 89.6 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +11.0% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 211 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% 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 T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+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: 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 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 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 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-9 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats Str +5, Con +5 offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 82.42 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Nature While equipped: Stats Str +9, Con +8 offense ------ Damage +10% nature, +9% darkness defense ------ Resistance +15% nature Physical save +9 (+3 eff.) Unlife -88.36 life Disease Resist +22% Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats Str +3, Con +3 offense ------ Physical Crit +4.0% Ignore resists +10% blight defense ------ Physical save +12 (+4 eff.) Mind save +15 (+6 eff.) Healmod +22% Blind Resist +46% Confus Resist +30% other ------- Light +10 See Stealth +43 See Invisibility +39 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 575 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 250.56 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight, +5% darkness other ------- Light +4 Infravision +5 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 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 40 blight damage or heals 48 life. Creatures standing in the retch also have 9% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Life +48.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Damage +18% darkness defense ------ Resistance +12% nature, +15% darkness Life +131.00 Life Regen +4.38 Disease Resist +22% Confus Resist +22% Pinning Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats Mag +5 offense ------ Spellpower +8 (+2 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +5 offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+1 eff.) defense ------ Resistance +3% all Spell save +8 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +10% darkness Ignore resists +14% all Ignore Armor +8 defense ------ Resistance +9% light Affinity +5% darkness other ------- Light +6 Infravision +2 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 303.65 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane While equipped: offense ------ Damage +13% light defense ------ Resistance +8% temporal, +7% darkness +7% cold Affinity +5% light Out-of-Phase Defense +16 Out-of-Phase Resistance +14% Out-of-Phase Resilience +15% other ------- Light +7 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.3 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 254.75 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego+] Nature/Master While equipped: defense ------ Life +65.00 Blind Resist +26% Confus Resist +10% other ------- Light +10 See Stealth +14 See Invisibility +15 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+4 eff.) On-Hit 25 phys.bleed Damage +10% temporal, +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats Wil +4, Con +2 offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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 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 Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 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: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 258/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 900.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Cun +1, Wil +2 defense ------ Armor +8 Resistance +9% fire Life Regen +4.00 Disease Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 187 physical damage Puts all charms on 15 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Wil +5 offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 80 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats Str +5 offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+4 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats Mag +2, Wil +3, Cun +6 offense ------ Damage +30% nature When Hit 10 cold Harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats Wil +10 offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 60% defense ------ Resistance +20% blight, +20% arcane Spell save +20 (+7 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats Wil +7, Con +6 offense ------ Mindpower +7 (+3 eff.) Damage +20% nature defense ------ Resistance +20% blight, +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 15 turn cooldown 100% to increase all damage by 16% for 2 turns. 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. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness, +12% temporal When Hit 16 void defense ------ Resistance +10% darkness, +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 329.18 temporal and 313.92 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 578 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 30 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+1 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Debinicus Pax the Cornac Temporal Warden level 31
25th Dusk 123rd year of Ascendancy at 11:04 see stats
By Debinicus Pax the Cornac Temporal Warden level 48
71st Haze 124th year of Ascendancy at 16:30 see stats
By Debinicus Pax the Cornac Temporal Warden level 31
6th Mirth 123rd year of Ascendancy at 00:02 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
80th Regrowth 125th year of Ascendancy at 09:07 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
3rd Pyre 125th year of Ascendancy at 21:46 see stats
By Debinicus Pax the Cornac Temporal Warden level 37
5th Dusk 124th year of Ascendancy at 20:20 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
6th Allure 125th year of Ascendancy at 23:00 see stats
By Debinicus Pax the Cornac Temporal Warden level 37
79th Pyre 124th year of Ascendancy at 07:16 see stats
By Debinicus Pax the Cornac Temporal Warden level 33
60th Haze 123rd year of Ascendancy at 17:13 see stats
By Debinicus Pax the Cornac Temporal Warden level 46
47th Haze 124th year of Ascendancy at 14:58 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
11st Regrowth 125th year of Ascendancy at 04:44 see stats
By Debinicus Pax the Cornac Temporal Warden level 18
6th Haze 122nd year of Ascendancy at 02:55 see stats
By Debinicus Pax the Cornac Temporal Warden level 22
60th Regrowth 123rd year of Ascendancy at 10:33 see stats
By Debinicus Pax the Cornac Temporal Warden level 49
1st Allure 125th year of Ascendancy at 05:35 see stats
By Debinicus Pax the Cornac Temporal Warden level 36
44th Pyre 124th year of Ascendancy at 16:07 see stats
By Debinicus Pax the Cornac Temporal Warden level 32
58th Haze 123rd year of Ascendancy at 22:00 see stats
By Debinicus Pax the Cornac Temporal Warden level 18
3rd Haze 122nd year of Ascendancy at 00:45 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
4th Pyre 125th year of Ascendancy at 00:19 see stats
By Debinicus Pax the Cornac Temporal Warden level 22
15th Pyre 123rd year of Ascendancy at 12:49 see stats
By Debinicus Pax the Cornac Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 05:44 see stats
By Debinicus Pax the Cornac Temporal Warden level 20
58th Haze 122nd year of Ascendancy at 01:54 see stats
By Debinicus Pax the Cornac Temporal Warden level 30
2nd Mirth 123rd year of Ascendancy at 08:51 see stats
By Debinicus Pax the Cornac Temporal Warden level 40
43rd Dusk 124th year of Ascendancy at 17:59 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
4th Allure 125th year of Ascendancy at 05:48 see stats
By Debinicus Pax the Cornac Temporal Warden level 48
69th Haze 124th year of Ascendancy at 20:59 see stats
By Debinicus Pax the Cornac Temporal Warden level 40
45th Dusk 124th year of Ascendancy at 05:18 see stats
By Debinicus Pax the Cornac Temporal Warden level 18
6th Haze 122nd year of Ascendancy at 21:14 see stats
By Debinicus Pax the Cornac Temporal Warden level 30
2nd Mirth 123rd year of Ascendancy at 14:29 see stats
By Debinicus Pax the Cornac Temporal Warden level 34
1st Regrowth 124th year of Ascendancy at 16:50 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
11st Regrowth 125th year of Ascendancy at 04:43 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
10th Regrowth 125th year of Ascendancy at 01:48 see stats
By Debinicus Pax the Cornac Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 23:08 see stats
By Debinicus Pax the Cornac Temporal Warden level 38
24th Dusk 124th year of Ascendancy at 20:44 see stats
By Debinicus Pax the Cornac Temporal Warden level 50
11st Regrowth 125th year of Ascendancy at 04:44 see stats
By Debinicus Pax the Cornac Temporal Warden level 11
7th Flare 122nd year of Ascendancy at 12:29 see stats
By Debinicus Pax the Cornac Temporal Warden level 30
3rd Mirth 123rd year of Ascendancy at 12:38 see stats
By Debinicus Pax the Cornac Temporal Warden level 20
70th Haze 122nd year of Ascendancy at 02:09 see stats
By Debinicus Pax the Cornac Temporal Warden level 30
5th Mirth 123rd year of Ascendancy at 04:39 see stats
By Debinicus Pax the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 16:38 see stats
Log
You transfer Gravitational Staff (30-36 power, 8 apr, physical element) to the online item's vault.
Saving done.