












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 51 / 69% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 125 (base 60) |
Dexterity | 127 (base 60) |
Constitution | 122 (base 60) |
Magic | 123 (base 60) |
Willpower | 137 (base 60) |
Cunning | 136 (base 60) |
Resources
Life | 2226/2794 |
Mana | 1560/1615 |
Equilibrium | 30 |
Vim | 280/300 |
Healing Factor | 2.2462491618558 |
Regeneration | 204.97023601934 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 97.393219664137 |
See Invisible | 97.393219664137 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 133 |
Accuracy | 90 |
Crit Chance | 62% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 90 |
Crit Chance | 63% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +21% |
Mind | +18% |
All | 0% |
Lightning | +10% |
Light | +24% |
Temporal | +12% |
Cold | +25% |
Fire | +10% |
Nature | +6% |
Offense: Damage Penetration
Blight | +35% |
Arcane | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 80.741105144597 (88.942939157508%) |
Defense | 89 |
Ranged Defense | 92 |
Fatigue | 62 |
Physical Save | 67 |
Spell Save | 72 |
Mental Save | 75 |
Defense: Resistances
Darkness | + 70%( 70%) |
Acid | + 23%( 70%) |
Light | + 21%( 70%) |
Nature | + 35%( 70%) |
Blight | + 64%( 70%) |
Physical | + 27%( 70%) |
Cold | + 32%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 556 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.35 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.35 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by faerlhing. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Death (+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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 521. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master Power 62.0 - 74.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +18 Apr +5 Crit +15.5% Capacity 23 Ranged+ +8 nature On Hit.r1 +20 nature On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 70% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% blight HP.reg +7.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Cun +9 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) ----- def ----- Armour +3 Resists +7% light +7% darkness ---------- misc Mana/turn +0.13 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 74.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +8 Wil dps ---------- Mind.crit +6% Dmg.mod +6% mind Res.pen +25% arcane ----- def ----- Resists +9% acid Mind.save +9 (+2 eff.) Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +11 Mag +7 Wil +5 Con dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +10% lightning +10% fire +10% cold Acc +15 (+3 eff.) Apr +10 ----- def ----- Defense +13 (+3 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 64% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Max.HP +72.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +17 Lck dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +12 (+2 eff.) Unseen.red 15% ---------- misc Masteries +0.35 Cunning/Survival +0.35 Technique/Combat training Amulets make your neck look great! |
In main hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 66.0 - 79.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +299 On Crit.r2 +20 blight While equipped: dps ---------- Dmg.mod +12% temporal +21% arcane +24% light Res.pen +10% blight ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +3 (+1 eff.) Resists +13% nature +18% blight HP.reg +7.00 Heal.mod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +6% nature +12% mind Melee Ret 6 nature ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +16% darkness +14% physical Max.HP +102.00 HP.reg +19.00 Heal.mod +40% ---------- misc Max.psi +30.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.7 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 294 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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 -1011 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1217 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 arcane, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 781.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 create a protective shield absorbing at most 144 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 create a protective shield absorbing at most 623 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +5 Mag +2 Con dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Resists +9% acid ---------- misc Max.psi +50.00 Light +3 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +14 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+3 eff.) Blind- +30% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +21 (+5 eff.) Spell.save +17 (+5 eff.) Mind.save +10 (+2 eff.) ---------- misc Mana/turn +0.21 Max.mana +60.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +12 Str +6 Dex +4 Wil Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -6% Mind.save +7 (+2 eff.) Confus- +23% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) Resists +13% acid +10% fire +11% lightning +13% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Spell.save +13 (+4 eff.) ---------- misc Max.stam +29.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +50.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +10 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+1 eff.) Phys.save +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 64% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Max.HP +33.00 Disarm- +37% Pinning- +38% Knockbk- +30% Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Psionic Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +20% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage * Create an explosion dealing 109 fire damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +3% nature +17% fire Res.pen +25% fire ----- def ----- Defense +30 (+6 eff.) ---------- misc Max.stam +20.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 cold On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +12 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +37 Crit +5.0% Atk.spd 100% Phasing +26% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +4 Str dps ---------- Phys.pwr +25 (+7 eff.) Res.pen +15% lightning Acc +20 (+4 eff.) ----- def ----- Defense +31 (+6 eff.) Disarm- +60% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 109 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +14.0% Crit.mult +26.00% Dmg.mod +28% lightning Res.pen +13% lightning Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * Create an explosion dealing 109 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +21% acid Res.pen +27% acid Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Mag dps ---------- Phys.crit +17.0% Dmg.mod +12% temporal +14% physical Res.pen +12% temporal +15% physical Acc +9 (+2 eff.) ---------- misc Reload +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 nature While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +10 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +8 acid On Hit: * 10% chance to reduce armor by 40% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 11 mind 8 darkness Dmg.mod +8% darkness +6% arcane +7% mind +15% nature On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +16% blight Disease- +36% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 acid Dmg.mod +5% mind +16% acid Res.pen +7% mind +13% acid ----- def ----- Resists +8% mind +18% acid Dmg.Resnn +22% HP.reg +3.00 ---------- misc Psi/ret +1.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +12 temporal On Hit: * 20% chance to reduce all saves and defense by 41 While equipped: dps ---------- Dmg.mod +21% blight +6% temporal +9% mind Acc +15 (+3 eff.) Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Defense +13 (+3 eff.) Resists +9% blight Disarm- +49% One-handed war axes. |
![]() 1.0 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. |
![]() 2.0 T5 cloak armor [Normal] While equipped: ----- def ----- 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 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +25% temporal +27% darkness +9% fire +9% physical +36% light Res.pen +8% temporal +12% physical Melee Ret 2 fire ----- def ----- Resists +6% nature +21% fire +34% light +15% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +29% lightning +25% physical +17% cold ----- def ----- Resists +9% lightning +10% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue -3% Phys.save +11 (+2 eff.) ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +11 (+3 eff.) HP.reg +5.70 ---------- misc Stam/turn +0.90 Psi/turn +0.18 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. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Con +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% blight Mind.save +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+3 eff.) Melee Ret 6 mind ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +7% arcane Spell.save +15 (+4 eff.) Max.HP +94.00 HP.reg +5.00 Heal.mod +15% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +23% acid +16% light +13% darkness A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +11 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 40% ----- def ----- Armour +6 Fatigue +8% Resists +11% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 Melee+ +14 fire While equipped: Stats +3 Str dps ---------- Melee Ret 21 fire ----- def ----- Armour +8 Fatigue +8% Resists +17% lightning +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 Melee+ +11 lightning +15 light +16 darkness While equipped: Stats +3 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +13% light +14% darkness Melee Ret 2 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning +13% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +102 Melee+ +14 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 241 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +26 Fatigue +8% Resists +19% lightning +11% cold +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +16 cold +13 physical While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 241 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% cold +12% physical Shield.near.proj +19 Proj.slow +11% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Dmg.mod +7% nature ----- def ----- Resists +12% cold +7% fire +8% darkness +12% nature ---------- misc Equi/ret +0.16 Max.hate +2.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +9 (+2 eff.) Spell.save +11 (+3 eff.) Heal.mod +19% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 733.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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 T5 shot ammo [Ego+] Nature/Psionic Power 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +14 nature +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 20 Rld cld 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brianan the Dwarf Stone Warden level 42
28th Steel 123rd year of Ascendancy at 21:21 see stats
By Brianan the Dwarf Stone Warden level 42
25th Steel 123rd year of Ascendancy at 22:13 see stats
By Brianan the Dwarf Stone Warden level 47
3rd Gold 123rd year of Ascendancy at 16:20 see stats
By Brianan the Dwarf Stone Warden level 46
45th Steel 123rd year of Ascendancy at 07:27 see stats
By Brianan the Dwarf Stone Warden level 34
9th Iron 123rd year of Ascendancy at 01:39 see stats
By Brianan the Dwarf Stone Warden level 48
8th Gold 123rd year of Ascendancy at 01:31 see stats
By Brianan the Dwarf Stone Warden level 45
33rd Steel 123rd year of Ascendancy at 13:35 see stats
By Brianan the Dwarf Stone Warden level 31
40th Dearth 122nd year of Ascendancy at 11:41 see stats
By Brianan the Dwarf Stone Warden level 24
23rd Wealth 122nd year of Ascendancy at 13:10 see stats
By Brianan the Dwarf Stone Warden level 31
42nd Dearth 122nd year of Ascendancy at 15:21 see stats
By Brianan the Dwarf Stone Warden level 10
19th Voratun 122nd year of Ascendancy at 12:55 see stats
By Brianan the Dwarf Stone Warden level 20
44th Profit 122nd year of Ascendancy at 22:43 see stats
By Brianan the Dwarf Stone Warden level 30
29th Dearth 122nd year of Ascendancy at 17:29 see stats
By Brianan the Dwarf Stone Warden level 40
24th Steel 123rd year of Ascendancy at 17:08 see stats
By Brianan the Dwarf Stone Warden level 50
8th Gold 123rd year of Ascendancy at 11:47 see stats
By Brianan the Dwarf Stone Warden level 32
25th Loss 122nd year of Ascendancy at 07:11 see stats
By Brianan the Dwarf Stone Warden level 19
27th Profit 122nd year of Ascendancy at 12:31 see stats
By Brianan the Dwarf Stone Warden level 30
30th Dearth 122nd year of Ascendancy at 05:41 see stats
By Brianan the Dwarf Stone Warden level 30
29th Dearth 122nd year of Ascendancy at 20:18 see stats
By Brianan the Dwarf Stone Warden level 46
33rd Steel 123rd year of Ascendancy at 17:06 see stats
By Brianan the Dwarf Stone Warden level 7
18th Voratun 122nd year of Ascendancy at 03:23 see stats
By Brianan the Dwarf Stone Warden level 34
12nd Steel 123rd year of Ascendancy at 07:42 see stats
By Brianan the Dwarf Stone Warden level 22
1st Wealth 122nd year of Ascendancy at 09:27 see stats
By Brianan the Dwarf Stone Warden level 40
24th Steel 123rd year of Ascendancy at 22:45 see stats
Log
Vor, Grand Geomancer of the Pride receives 736 healing.
The shield around Vor, Grand Geomancer of the Pride crumbles.
Today is the 10th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 11st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 12nd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 13rd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 14th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 15th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 16th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rockwalk is still on cooldown for 3 turns.
Eldritch Slam is still on cooldown for 2 turns.
Elemental Split is still on cooldown for 12 turns.
Eldritch Fury is still on cooldown for 4 turns.
Eldritch Blow is still on cooldown for 1 turns.
Today is the 17th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 18th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Space around you starts to dissolve...
Brianan wears (replacing Ce'Nida the yew wand of shielding [power 278] (3/20 cooldown)): elm totem of healing [power 116] (15 cooldown).
voratun mail armour 'Healstar' (5 def, 10 armour) is still recharging.
Brianan wears (replacing elm totem of healing [power 116] (4/15 cooldown)): Ce'Nida the yew wand of shielding [power 278] (3/20 cooldown).
Today is the 19th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resilience of the Dwarves is still on cooldown for 18 turns.
spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour) is still recharging.
Stone Touch is still on cooldown for 4 turns.
Today is the 20th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 21st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 22nd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 23rd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 24th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 25th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.