











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 44 / 14% |
Size | medium |
Lifes / Deaths | Killed by minotaur (wild summon) at level 44 on the 1st Decay 123rd year of Ascendancy at 11:07 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 70 (base 60) |
Constitution | 27 (base 12) |
Magic | 99 (base 60) |
Willpower | 45 (base 12) |
Cunning | 77 (base 38) |
Resources
Life | -65/1188 |
Paradox | 349 |
Healing Factor | 1.4586945338482 |
Regeneration | 42.66681511506 |
Speed
Mental | +17.53579726198% |
Attack | +17.53579726198% |
Movement | +10.000000000004% |
Spell | +17.53579726198% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 38.19843014645 |
See Invisible | 44.19843014645 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 150 |
Accuracy | 64 |
Crit Chance | 55% |
APR | 52 |
Speed | 0.85 |
Offense: Offhand
Damage | 53 |
Accuracy | 64 |
Crit Chance | 56% |
APR | 49 |
Speed | 0.85 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 60% |
Speed | 0.85080462573548 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 37% |
Speed | 0.85080462573548 |
Offense: Damage Bonus
Physical | +43% |
Lightning | +20% |
Mind | +11% |
Temporal | +23% |
Darkness | +31% |
Arcane | +14% |
Cold | +24% |
All | +8% |
Offense: Damage Penetration
Lightning | +30% |
Physical | +42% |
Temporal | +45% |
Blight | +30% |
Arcane | +32% |
Darkness | +38% |
All | +25% |
Defense: Base
Armour (hardiness) | 7 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 40 |
Mental Save | 39 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 64%( 70%) |
Physical | + 27%( 70%) |
Cold | + 58%( 70%) |
All | + 26%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 46%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 31%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Confusion Resistance | 23% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 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 (85% 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 / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 18%. 1 Time Dilation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Siluldasera the armoured skeleton warrior. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 513. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Spellpower +8 (+2 eff.) Mindpower +10 (+3 eff.) defense ------ Armor +4 Fatigue +3% Resistance +6% acid +9% blight Physical save +12 (+6 eff.) Unlife -60.00 life Life +60.00 Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight +7% darkness Blind Resist +23% Confus Resist +13% other ------- Light +8 Infravision +4 See Stealth +11 See Invisibility +17 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +9 Wil offense ------ Spellpower/crit +10 Damage +16% cold When Hit 6 blight On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +2 (+1 eff.) Resistance +24% cold A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Dex +7 Cun +3 Con offense ------ Damage +9% lightning +18% physical Accuracy +23 (+6 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Armor +3 Fatigue +5% Resistance +15% blight +2% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +14 Str +8 Wil +5 Cun offense ------ Physical Crit +9.0% Mind Crit +11% Ignore Armor +13 When Hit: * 31% chance to reduce strength, dexterity, and constitution by 34 * 39% chance to reduce damage dealt by 27% other ------- Mana/turn +0.12 Psi when Hit +0.08 Max psi +10.00 Infravision +2 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +14 (+4 eff.) Spellpower +15 (+3 eff.) Mindpower +14 (+4 eff.) Damage +3% lightning +8% all Ignore resists +5% lightning +10% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% lightning +9% temporal Life +96.00 Life Regen +22.00 Healmod +17% Stun Resist +38% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +12 Mag +6 Wil +12 Cun offense ------ Spellpower +10 (+2 eff.) Mindpower +15 (+5 eff.) Damage +9% temporal Ignore resists +5% blight +10% temporal When Hit 2 blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal Spell save +10 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +9 Cun +12 Con offense ------ Move Speed +10% On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Fatigue -13% Life Regen +3.00 other ------- Stamina/turn +0.70 Hate-on-crit +4.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 56.43 arcane and 64.84 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+5 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +8% physical Accuracy +13 (+3 eff.) Ignore Armor +8 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +3.0% Spell Crit +10% Critical power +19.00% Physical Power +3 (+1 eff.) Spellpower +6 (+1 eff.) Damage +6% temporal +6% arcane +3% mind Ignore resists +7% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Fatigue -3% Resistance +9% mind +6% temporal other ------- Max mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +11% Mind Crit +3% Spellpower +26 (+5 eff.) Mindpower +8 (+3 eff.) Damage +23% darkness +17% physical Ignore resists +13% darkness +9% physical defense ------ Resistance +13% all other ------- Mana/turn +0.12 Max mana +74.00 Max hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 100.86 physical damage and 152.35 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 [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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 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 238 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 [Normal] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -454 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 908 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -601 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1202 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 75 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 574 life over 5 turns. 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: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random mental effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +3 Wil offense ------ Mindpower +11 (+4 eff.) Spellpower/crit +3 defense ------ Mind save +10 (+3 eff.) Confus Resist +17% other ------- Mana/turn +0.60 Max mana +41.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +16 (+3 eff.) Mindpower +7 (+2 eff.) Ignore Shields +30% When Hit 2 light 10 blight other ------- Max mana +40.00 Max vim +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +23.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Mag +7 Con offense ------ Damage +9% temporal defense ------ Resistance +9% temporal Crit Resistance 15.00% Life +44.00 Disarm Resist +38% Pinning Resist +41% Knockbk Resist +44% other ------- Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Mind save +6 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +23 nature While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +35 (+9 eff.) Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +4 acid On Hit: * 20% chance to slow global speed by 61% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +13 Dex +6 Mag +21 Wil +9 Cun +22 Con offense ------ Physical Crit +12.0% Physical Power +12 (+4 eff.) Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +3% light Life +110.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +17 cold While equipped: offense ------ Ignore resists +10% all Accuracy +9 (+2 eff.) Ignore Armor +12 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical 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 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 34 * Create an explosion dealing 124 cold damage (1/turn) While equipped: offense ------ Damage +14% cold Ignore resists +14% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 124 lightning damage (1/turn) While equipped: offense ------ Damage +5% lightning Ignore resists +17% lightning Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane Weapon Damage 150% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 124 acid damage (1/turn) While equipped: offense ------ Damage +14% acid Ignore resists +13% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical 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 blight On Hit: 20% Epidemic level 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 34 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% defense ------ Disease Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Ignore resists +9% all Accuracy +39 (+10 eff.) Ignore Armor +12 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +35 lightning +45 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Move Speed +36% Ignore resists +11% lightning +10% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +21 lightning +17 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Move Speed +33% Ignore resists +20% lightning +24% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 161% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical 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 mind On Hit: * 18% chance to reduce all saves and defense by 33 While equipped: Stats +4 Cun +4 Wil Sharp, short and deadly. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +21 (+5 eff.) Ignore Armor +7 Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Disrupt Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 171% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Cun +3 Wil offense ------ Mind Crit +3% Mindpower +30 (+8 eff.) Ignore resists +10% cold defense ------ Resistance +9% fire other ------- Hate-on-crit +4.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +14 lightning +20 cold While equipped: Stats +11 Con +10 Wil offense ------ Move Speed +26% Ignore resists +13% lightning +14% cold defense ------ Life +92.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego++] Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +5 (+1 eff.) Ignore resists +10% physical Accuracy +16 (+4 eff.) Ignore Armor +9 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +11 lightning +5 cold While equipped: Stats +5 Str offense ------ Move Speed +31% Damage +9% physical Ignore resists +11% lightning +17% cold Accuracy +18 (+4 eff.) Blunt and deadly. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +16.0% Accuracy +19 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +24% Spellpower +22 (+4 eff.) Damage +30% lightning other ------- Vim-on-crit +3.00 Max vim +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +13 Wil +9 Cun offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +7 Damage +30% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +33.00% Spellpower +23 (+5 eff.) On-Hit 25 fire Damage +30% lightning other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +4 Wil +5 Con offense ------ Spell Crit +5% Spellpower +28 (+6 eff.) Damage +30% blight defense ------ Life Regen +1.20 Healmod +20% other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag +4 Wil offense ------ Physical Crit +7.0% Spell Crit +5% Spellpower +26 (+5 eff.) On-Hit 20 arcane Damage +30% blight other ------- Max mana +125.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% darkness defense ------ Armor +9 Defense +8 (+2 eff.) Resistance +12% darkness +10% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +11% Out-of-Phase Resilience +17% other ------- Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Steampower +7 (+3 eff.) Damage +14% physical Ignore resists +9% all Accuracy +15 (+4 eff.) Ignore Armor +7 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +6 Cun offense ------ Combat Speed +10% Ignore resists +12% all Accuracy +13 (+3 eff.) Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +5 Mag +4 Wil +4 Cun offense ------ Spell Crit +6% Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Defense +3 (+1 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 [Cosmetic Item] Nature/Master While equipped: offense ------ Critical power +13.00% Accuracy +6 (+1 eff.) Ignore Armor +6 defense ------ Resistance +5% acid +6% fire +6% lightning +6% cold Stealth +7 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +18% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +17% blight defense ------ Resistance +17% blight +11% all Spell save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +11 (+2 eff.) Spellpower/crit +2 defense ------ Resistance +15% all Spell save +17 (+6 eff.) Silence Resist +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +4% Damage +12% lightning When Hit 10 lightning 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 * 10% chance to reduce armor by 44% defense ------ Armor +4 Fatigue +3% Resistance +3% blight +18% lightning other ------- Mana/turn +0.36 Max mana +22.00 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++] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Move Speed +10% Ignore resists +8% physical defense ------ Armor +5 Fatigue -7% Life +43.00 other ------- Stamina/turn +0.50 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Str +3 Con defense ------ Armor +5 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +11 (+2 eff.) On-Hit 16 arcane Damage +8% arcane Ignore resists +25% arcane +25% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +15% arcane +9% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 3.0 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.75 mind and 26.86 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 22. Terrified: Deals 5.55 mind and 6.55 darkness damage per turn and increases cooldowns by 35%. Haunted: Causes the target to suffer 8.86 mind and 10.46 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Armor +8 Mind save +12 (+4 eff.) Life +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +8 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +7 Hardiness +7% Fatigue +3% Resistance +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +9 Str +5 Wil +4 Con offense ------ Physical Power +5 (+1 eff.) Damage +21% blight Ignore resists +15% blight defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +12% fire +6% blight +15% cold Mind save +15 (+5 eff.) other ------- Light +1 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Critical power +15.00% Mindpower +4 (+1 eff.) Damage +9% physical Ignore resists +10% nature defense ------ Defense +18 (+5 eff.) Resistance +5% physical A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +7 Dex defense ------ Armor +5 Fatigue +5% Resistance +16% darkness other ------- Infravision +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Mind Crit +5% Spellpower +10 (+2 eff.) defense ------ Defense +3 (+1 eff.) Mind save +19 (+6 eff.) other ------- Mana/turn +1.60 Mana when Hit +1.00 Max mana +94.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +7% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) defense ------ Defense +3 (+1 eff.) Resistance +5% lightning +6% temporal +5% light +5% fire +5% nature +6% acid +8% blight +7% cold +5% darkness other ------- Mana/turn +0.17 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +10 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +3 (+1 eff.) Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +6 Str defense ------ Armor +5 Fatigue +5% Physical save +20 (+10 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 [Ego+] Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +13 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag 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 (+4 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: 4.0 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 177.28 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. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun defense ------ Armor +14 Defense +29 (+7 eff.) Fatigue +8% Resistance +10% nature +15% blight Mind save +18 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Dex +3 Cun defense ------ Armor +14 Defense +36 (+9 eff.) Fatigue +8% Physical save +12 (+6 eff.) Mind save +20 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +6 Str +7 Dex defense ------ Armor +8 Defense +23 (+6 eff.) Fatigue +8% Resistance +15% lightning Physical save +13 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +6 Dex +6 Mag +3 Wil +4 Cun defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Life +42.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 8 darkness On-Ranged-Hit 9 darkness defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +10% darkness +22% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +17% Out-of-Phase Resilience +14% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +15% lightning Life Regen +3.50 other ------- Stamina/turn +1.80 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +12% Resistance +20% light +10% fire +15% darkness +12% mind Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 52.42 to 65.52 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +6 Dex offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +10 Fatigue +8% Resistance +17% mind other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego++] Master Weapon Damage 171% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +21.5% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 189 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 +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 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 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +9 Str +7 Wil offense ------ Physical Crit +13.0% Mind Crit +14% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 47.16 cold damage and 54.38 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +20% Confus Resist +11% other ------- Light +7 See Stealth +5 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag 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 +5 Mag +5 Con 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 +5 Mag +5 Con 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 +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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 +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 70% Dex, 0% Mag, 50% Cun Damage Ice Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane Weapon Damage 167% Range: 1.0x-1.2x Uses 70% Dex, 0% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 19 On Hit: 20% Curse of Death level 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 124 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Disrupt/Master Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 0% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +6 Critical Rate +7.0% Capacity 23 On Critical: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Psionic Weapon Damage 165% Range: 1.0x-1.2x Uses 70% Dex, 0% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +24 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 221 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Psionic Weapon Damage 168% Range: 1.0x-1.2x Uses 70% Dex, 0% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +23 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 221 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) defense ------ Resistance +18% darkness Mind save +6 (+2 eff.) Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 62. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Mag offense ------ Spellpower +30 (+6 eff.) Damage +18% temporal Ignore resists +15% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +40.00 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 716 Base Damage: 291 Armor: 29 All Resist: 21 Puts all charms on 25 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Senn the Cornac Temporal Warden level 34
15th Dusk 123rd year of Ascendancy at 05:37 see stats
By Senn the Cornac Temporal Warden level 34
3rd Dusk 123rd year of Ascendancy at 19:11 see stats
By Senn the Cornac Temporal Warden level 30
5th Flare 123rd year of Ascendancy at 04:40 see stats
By Senn the Cornac Temporal Warden level 37
29th Dusk 123rd year of Ascendancy at 18:10 see stats
By Senn the Cornac Temporal Warden level 36
27th Dusk 123rd year of Ascendancy at 12:49 see stats
By Senn the Cornac Temporal Warden level 23
8th Allure 123rd year of Ascendancy at 16:05 see stats
By Senn the Cornac Temporal Warden level 26
69th Regrowth 123rd year of Ascendancy at 04:26 see stats
By Senn the Cornac Temporal Warden level 15
10th Dusk 122nd year of Ascendancy at 04:01 see stats
By Senn the Cornac Temporal Warden level 38
58th Dusk 123rd year of Ascendancy at 16:01 see stats
By Senn the Cornac Temporal Warden level 35
20th Dusk 123rd year of Ascendancy at 23:30 see stats
By Senn the Cornac Temporal Warden level 21
79th Haze 122nd year of Ascendancy at 22:17 see stats
By Senn the Cornac Temporal Warden level 38
35th Dusk 123rd year of Ascendancy at 02:13 see stats
By Senn the Cornac Temporal Warden level 22
7th Allure 123rd year of Ascendancy at 10:07 see stats
By Senn the Cornac Temporal Warden level 18
31st Dusk 122nd year of Ascendancy at 16:14 see stats
By Senn the Cornac Temporal Warden level 25
32nd Regrowth 123rd year of Ascendancy at 20:23 see stats
By Senn the Cornac Temporal Warden level 29
72nd Pyre 123rd year of Ascendancy at 11:16 see stats
By Senn the Cornac Temporal Warden level 23
8th Allure 123rd year of Ascendancy at 17:50 see stats
By Senn the Cornac Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 18:43 see stats
By Senn the Cornac Temporal Warden level 20
62nd Haze 122nd year of Ascendancy at 03:35 see stats
By Senn the Cornac Temporal Warden level 30
4th Flare 123rd year of Ascendancy at 01:44 see stats
By Senn the Cornac Temporal Warden level 40
54th Haze 123rd year of Ascendancy at 08:54 see stats
By Senn the Cornac Temporal Warden level 23
8th Allure 123rd year of Ascendancy at 17:50 see stats
By Senn the Cornac Temporal Warden level 18
57th Dusk 122nd year of Ascendancy at 06:39 see stats
By Senn the Cornac Temporal Warden level 35
20th Dusk 123rd year of Ascendancy at 18:48 see stats
By Senn the Cornac Temporal Warden level 36
21st Dusk 123rd year of Ascendancy at 04:59 see stats
By Senn the Cornac Temporal Warden level 17
29th Dusk 122nd year of Ascendancy at 07:08 see stats
By Senn the Cornac Temporal Warden level 12
2nd Summertide 122nd year of Ascendancy at 19:54 see stats
By Senn the Cornac Temporal Warden level 19
50th Haze 122nd year of Ascendancy at 13:57 see stats
By Senn the Cornac Temporal Warden level 18
33rd Dusk 122nd year of Ascendancy at 08:18 see stats
By Senn the Cornac Temporal Warden level 39
43rd Haze 123rd year of Ascendancy at 00:43 see stats
By Senn the Cornac Temporal Warden level 19
50th Haze 122nd year of Ascendancy at 03:17 see stats
By Senn the Cornac Temporal Warden level 27
69th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Senn the Cornac Temporal Warden level 20
62nd Haze 122nd year of Ascendancy at 09:32 see stats
By Senn the Cornac Temporal Warden level 33
3rd Dusk 123rd year of Ascendancy at 00:36 see stats
By Senn the Cornac Temporal Warden level 4
75th Pyre 122nd year of Ascendancy at 16:19 see stats
By Senn the Cornac Temporal Warden level 29
3rd Flare 123rd year of Ascendancy at 08:36 see stats
Log
Your time shield crumbles under the damage!
The fabric of time around Senn stabilizes to normal.
The powerful time-altering energies generate a restoration field on Senn.
Talent Fold Warp is ready to use.
Talent Infusion: Healing is ready to use.
Burning from Fire drake hits Senn's temporal clone for 50 fire damage.
Bleeding from Beastmaster Emelyna hits Senn's temporal clone for (8 shared) damage.
Bleeding from Beastmaster Emelyna hits Senn for (5 to time), 35 physical (35 total damage).
Thorn Grab from Beastmaster Emelyna hits Senn's temporal clone for 23 nature damage.
Thorn Grab from Beastmaster Emelyna hits Senn for (23 to time), 0 nature (0 total damage).
Bleeding from Beastmaster Emelyna hits Senn's temporal clone for 91 physical damage.
Insidious Poison from Beastmaster Emelyna hits Senn for (45 to time), 0 nature (0 total damage).
Insidious Poison from Beastmaster Emelyna hits Senn's temporal clone for 45 nature damage.
Beastmaster Ivelle summons a Minotaur!
Beastmaster Ivelle's mind surges with critical power!
Stone golem uses Stun.
Senn resists the stunning blow!
Minotaur (wild summon) performs a melee critical strike against Senn!
Minotaur (wild summon) hits Senn's temporal clone for (106 shared) damage.
Minotaur (wild summon) hits Senn for 447 physical damage.
Venom drake receives 41 healing from Beastmaster Ivelle.
Something receives 39 healing from Beastmaster Ivelle.
Something receives 45 healing from Beastmaster Ivelle.
Minotaur (wild summon) receives 39 healing from Beastmaster Ivelle.
Beastmaster Ivelle receives 39 healing.
Stone golem hits Senn's temporal clone for (20 shared) damage.
Stone golem hits Senn for 82 physical damage.
Melee retaliation hits Stone golem for 0 blight damage.
Melee retaliation hits Minotaur (wild summon) for 9 blight damage.
Senn the level 44 cornac temporal warden was dissected to death by a minotaur (wild summon) on level 1 of Hidden Vault - Gorbat Pride (3).