











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Shadowblade |
| Level / Exp | 34 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 24 on the 5th Voratun 123rd year of Ascendancy at 23:48 5 / 2Killed by Drolem at level 34 on the 28th Steel 124th year of Ascendancy at 16:07 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 68 (base 60) |
| Constitution | 24 (base 10) |
| Magic | 44 (base 34) |
| Willpower | 23 (base 10) |
| Cunning | 67 (base 44) |
Resources
| Life | -45/1011 |
| Mana | 70/143 |
| Stamina | 51/182 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 24.859199782089 |
Speed
| Mental | +38.155494733463% |
| Attack | 0% |
| Movement | +20% |
| Spell | +18.245820495343% |
| Global | +126% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 38.121266583007 |
| See Invisible | 38.121266583007 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 71 |
| Crit Chance | 29% |
| APR | 35 |
| Speed | 0.72 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 71 |
| Crit Chance | 41% |
| APR | 46 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 18% |
| Speed | 0.84569585276748 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Temporal | +5% |
| Physical | +6% |
| Arcane | +10% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (35.65183292883%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 37 |
| Mental Save | 47 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Nature | + 13%( 70%) |
| Temporal | + 18%( 70%) |
| Cold | + 36%( 70%) |
| Fire | + 16%( 70%) |
| Mind | + 24%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 30% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 15% for 2 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blade Flurry |
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| talent | Essence of Speed |
| talent | Shadow Combat |
| talent | Phantasmal Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target is enveloped in shadows gaining 25 spellpower and defense. Shadowguard |
| detrimental effect | The target is poisoned, taking 39.72 nature damage per turn. Poison |
| beneficial effect | Parrying melee and ranged attacks: Has a 45% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Betuwyn the king cobra. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by skeleton assassin. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | 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 talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 269. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed orc heart. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * You've found the needed multi-hued wyrm scale. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Aerolerek the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil +2 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Max.psi +20.00 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Erelarim the dwarven-steel helm (17 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +2 Mag dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +3% mind Res.pen +15% mind Acc +7 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +17 (+4 eff.) Fatigue +4% Mind.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Arokira (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +1 Con dps ---------- Dmg.mod +6% physical Acc +12 (+3 eff.) Apr +5 Melee Ret 10 physical ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal 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. |
| Tool | Woekiller [power 230] (4/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +1 Cun +5 Con dps ---------- Dmg.mod +15% darkness Melee Ret 6 darkness Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 244 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 257.53 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Kumnir0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +19% lightning +9% temporal +3% nature Mind.save +9 (+3 eff.) Die.at -40.00 life Stun/Frz- +47% Knockbk- +10% Amulets make your neck look great! |
| In main hand | Crystalline Stralite dagger (36-46 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Arcane A part of set. Power 35.6 - 46.3 Arcane Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Con +3 Wil dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 210, based on Magic) for 10 turns. Uses 17 power out of 4/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc 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. |
| Cloak | elven-silk cloak 'Velyrin' (3 def, 13 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +29% cold +15% mind +6% fire Phys.save +9 (+5 eff.) Max.HP +40.00 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion of the duelist (heal 184; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 86; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 469%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 469%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 781%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 781% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 29%; magical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous 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 29% 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. Press to compare to your current inscriptions |
wild infusion of the sneak (res 30%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 18%; magical, physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% 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. Press to compare to your current inscriptions |
wild infusion of the wizard (res 27%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% 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. Press to compare to your current inscriptions |
wild infusion of the wizard (res 25%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Won't Break Stealth 100% 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 43; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 104; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 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. |
shatter afflictions rune of the titan (absorb 55; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 40; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 64; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 65; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 81; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 0; blocks 4; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% mind Confus- +26% Amulets make your neck look great! |
grounding steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +25% Amulets make your neck look great! |
stabilizing steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 5% chance to blind * 6% chance to reduce damage dealt by 20% ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +24% Amulets make your neck look great! |
starlit steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
clarifying gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
clarifying gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +19% mind Confus- +22% Amulets make your neck look great! |
stabilizing gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +14% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
warrior's gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 218 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+1 eff.) Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Cyriyabeth the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +6% acid +34% cold +3% nature Spell.save +12 (+5 eff.) Confus- +10% Pinning- +20% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.49 cold and 11.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Ravenmark'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil +9 Mag dps ---------- Res.pen +20% darkness ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Light +3 See.Invis +9 Rings make your fingers look great! |
gold ring 'Xanyta'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +4 Resists +15% mind +27% cold Max.HP +100.00 Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
mule's gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Fatigue -5% Resists +26% darkness ---------- misc Max.enc +29 Rings make your fingers look great! |
pixie's gold ring of light (+22%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
pixie's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 19 light Ranged+ 10 light Dmg.mod +13% light Rings make your fingers look great! |
rogue's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +5 (+2 eff.) Confus- +28% Rings make your fingers look great! |
sneakthief's stralite ring of sensing0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +9 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +10 See.Invis +13 Rings make your fingers look great! |
treant's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +9% nature +11% blight HP.reg +4.00 Poison- +19% Disease- +12% Stun/Frz- +29% Rings make your fingers look great! |
magelord's dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +35 (+10 eff.) Melee+ 36 arcane Dmg.mod +30% darkness ---------- misc Mana/turn +0.21 Max.mana +60.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
chilling stralite dagger of vileness (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 blight +10 cold On Hit: * 16% chance to reduce strength, dexterity, and constitution by 27 Sharp, short and deadly. |
hateful stralite dagger of evisceration (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +9% Living On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) Sharp, short and deadly. |
woollen robe 'Torimahell' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +10 Str +5 Mag +8 Wil +3 Cun +3 Con dps ---------- Spell.pwr +9 (+3 eff.) S.pwr/crit +3 ----- def ----- Resists +9% all Silence- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+2 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ---------- misc Mana/turn +0.25 Max.mana +30.00 A belt that goes around your waist. |
cashmere cloak 'Demonwrack' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Cun +3 Con dps ---------- Mind.pwr +30 (+11 eff.) Dmg.mod +12% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness Mind.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +11% darkness +12% temporal ----- def ----- Armour +3 Resists +12% darkness +16% temporal Phys.save +12 (+6 eff.) Mind.save +15 (+5 eff.) Def/telep +13 Res/telep +14% Dur/telep +13% A pair of boots made of leather. |
brawler's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +8% arcane ----- def ----- Armour +2 Phys.save +7 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- Melee+ 10 nature Dmg.mod +6% nature ----- def ----- Armour +3 Resists +10% nature Disarm- +23% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of the juggernaut (0 def, 11 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 11 physical Dmg.mod +6% physical ----- def ----- Armour +11 Phys.save +19 (+9 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duathelfist (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +3% darkness Res.pen +10% cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+2 eff.) Max.HP +41.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glorurin the iron gauntlets (5 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Res.pen +15% physical Acc +6 (+1 eff.) ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +1% Resists +3% temporal Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +20% 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. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +28% 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. |
bladed hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +11% cold ---------- misc Breathe water Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.7 Physical damage. If the attack hits, the target is confused (42% 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. |
Aerawyn the drakeskin leather cap (7 def, 12 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +12 Defense +7 (+2 eff.) Fatigue +5% Resists +6% lightning +12% mind +6% all Phys.save +13 (+7 eff.) Heal.mod +20% Stun/Frz- +20% Teleport- +20% ---------- misc Hate/m.crit +2.00 A cap made of leather. |
Ragasta (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +4 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glacierjeer the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% physical Res.pen +5% acid ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Hazequencher2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Melee Ret 2 acid ----- def ----- Resists +3% cold Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Psi/ret +0.08 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Arcquake'1.0 T3 lite [Rare] Master While equipped: Stats +1 Dex +7 Con dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Melee Ret 17 fire ----- def ----- Resists +7% blight +6% fire +9% darkness ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 26 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
stralite torque of mindblast [power 295] (4/13 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 206] (4/13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of healing [power 188] (4/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of clairvoyance [power 10] (4/13 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 60 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating yew wand of lightning storm [power 278] (4/13 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By ForUnlock the Dwarf Shadowblade level 27
23rd Profit 123rd year of Ascendancy at 14:02 see stats
Against all odds
Killed Ukruk in the ambush.By ForUnlock the Dwarf Shadowblade level 27
21st Profit 123rd year of Ascendancy at 09:39 see stats
Brave new world
Went to the Far East and took part in the war.By ForUnlock the Dwarf Shadowblade level 30
11st Dearth 123rd year of Ascendancy at 00:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By ForUnlock the Dwarf Shadowblade level 13
12nd Shortage 122nd year of Ascendancy at 10:36 see stats
Destroyer's bane
Killed Golbug the Destroyer.By ForUnlock the Dwarf Shadowblade level 29
1st Wealth 123rd year of Ascendancy at 22:45 see stats
Exterminator
Killed 1000 creatures.By ForUnlock the Dwarf Shadowblade level 19
14th Steel 123rd year of Ascendancy at 13:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By ForUnlock the Dwarf Shadowblade level 28
32nd Profit 123rd year of Ascendancy at 18:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ForUnlock the Dwarf Shadowblade level 21
9th Stralite 123rd year of Ascendancy at 11:05 see stats
Level 10
Got a character to level 10.By ForUnlock the Dwarf Shadowblade level 10
2nd Loss 122nd year of Ascendancy at 07:59 see stats
Level 20
Got a character to level 20.By ForUnlock the Dwarf Shadowblade level 20
15th Steel 123rd year of Ascendancy at 14:21 see stats
Level 30
Got a character to level 30.By ForUnlock the Dwarf Shadowblade level 30
1st Wealth 123rd year of Ascendancy at 22:45 see stats
Size matters
Did over 600 damage in one attack.By ForUnlock the Dwarf Shadowblade level 25
6th Profit 123rd year of Ascendancy at 09:20 see stats
Sliders
Activated a portal using the Orb of Many Ways.By ForUnlock the Dwarf Shadowblade level 30
5th Dearth 123rd year of Ascendancy at 10:28 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By ForUnlock the Dwarf Shadowblade level 5
19th Voratun 122nd year of Ascendancy at 21:01 see stats
The Arena
Unlocked Arena mode.By ForUnlock the Dwarf Shadowblade level 12
15th Loss 122nd year of Ascendancy at 10:30 see stats
The secret city
Discovered the truth about mages.By ForUnlock the Dwarf Shadowblade level 18
8th Iron 123rd year of Ascendancy at 14:56 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By ForUnlock the Dwarf Shadowblade level 32
13rd Iron 124th year of Ascendancy at 02:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By ForUnlock the Dwarf Shadowblade level 25
1st Profit 123rd year of Ascendancy at 00:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ForUnlock the Dwarf Shadowblade level 28
44th Profit 123rd year of Ascendancy at 15:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ForUnlock the Dwarf Shadowblade level 20
34th Steel 123rd year of Ascendancy at 15:32 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By ForUnlock the Dwarf Shadowblade level 26
21st Profit 123rd year of Ascendancy at 03:53 see stats
Log
ForUnlock uses Infusion: Regeneration.
ForUnlock starts regenerating health quickly.
Drolem stops surging mana.
ForUnlock invokes the memory of Neira!
A shield forms around ForUnlock.
Drolem casts Eye Beam.
The fabric of time around ForUnlock returns to normal.
Talent Stealth is ready to use.
Drolem hits ForUnlock for (104 absorbed), 0 fire (0 total damage).
Tannen's Channel Staff hits ForUnlock for (101 absorbed), 0 fire (0 total damage).
ForUnlock uses Flurry.
Your shield crumbles under the damage!
The shield around ForUnlock crumbles.
Drolem starts to bleed.
ForUnlock performs a melee critical strike against Drolem!
ForUnlock performs a melee critical strike against Drolem!
Drolem reflects damage back to ForUnlock!
ForUnlock hits Drolem for 60 arcane, 31 darkness, 10 temporal, 23 physical, 4 temporal, 31 darkness, 71 arcane, 31 darkness, 17 temporal, 39 physical, 4 temporal, 31 darkness, 69 arcane, 31 darkness, 19 temporal, 44 physical, 4 temporal, 31 darkness (553 total damage).
Bloodcaller hits ForUnlock for 2 healing, 2 healing, 1 healing, 2 healing, 1 healing (0 total damage) [8 healing].
Drolem hits ForUnlock for (5 absorbed), 14 arcane, 9 darkness, 3 temporal, 7 physical, 1 temporal, 9 darkness, (22 ignored), 0 arcane, 9 darkness, 4 temporal, 10 physical, 1 temporal, 9 darkness, 21 arcane, 9 darkness, 5 temporal, (12 ignored), 0 physical, 1 temporal, 9 darkness (122 total damage).
Drolem breathes poison!
ForUnlock is poisoned!
Poison from Drolem hits ForUnlock for 35 nature damage.
Drolem hits ForUnlock for 35 nature damage.
Tannen's Channel Staff hits ForUnlock for 90 fire damage.
ForUnlock uses Dual Strike.
Drolem is stunned!

















































































































