









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Steamtech UI 1.1.4 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. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 31 / 77% |
Size | medium |
Lifes / Deaths | Killed by Gassra the skeleton archer at level 31 on the 38th Pyre 123rd year of Ascendancy at 04:35 / 2Killed by Mayamirin the skeleton archer at level 31 on the 38th Pyre 123rd year of Ascendancy at 06:29 |
Primary Stats
Strength | 32 (base 15) |
Dexterity | 70 (base 60) |
Constitution | 44 (base 11) |
Magic | 16 (base 10) |
Willpower | 19 (base 10) |
Cunning | 80 (base 60) |
Resources
Life | -23/1094 |
Stamina | 185/212 |
Healing Factor | 1.8255007465518 |
Regeneration | 47.919394596985 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 41.029297776136 |
See Invisible | 41.029297776136 |
Offense: Barehand
Damage | 87 |
Accuracy | 51 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +10% |
Physical | +33% |
Mind | +15% |
Arcane | +3% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (49.574340358689%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 27 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 30%( 70%) |
Light | + 36%( 70%) |
Nature | + 15%( 70%) |
Blight | + 15%( 70%) |
Physical | + 16%( 70%) |
Fire | + 16%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 26% |
Pinning Resistance | 26% |
Poison Resistance | 12% |
Knockback Resistance | 65% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 426 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% 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. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 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 2 of Daikara. Escort: repented thief (level 2 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 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. | 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! | active |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +3% Resists +3% lightning Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +100.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% physical Acc +15 (+5 eff.) ----- def ----- Armour +6 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 273 physical damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% arcane +12% fire Melee Ret 2 fire ----- def ----- Resists +7% blight +9% fire +8% nature Max.HP +55.00 HP.reg +10.00 Heal.mod +11% Poison- +12% Disease- +14% Stun/Frz- +30% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +21% lightning Res.pen +5% lightning ----- def ----- Resists +6% lightning Max.HP +72.00 HP.reg +11.00 Heal.mod +12% Disarm- +26% Pinning- +26% Knockbk- +25% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Phys.crit +1.0% Mov.spd +10% Dmg.mod +6% mind +15% physical On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Fatigue -6% Resists +7% physical HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Main armor | ![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Max.HP +27.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +18% physical ----- def ----- Armour +5 Defense +20 (+5 eff.) Resists +2% physical Phys.save +19 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save +13 (+6 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 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. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 221 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 8 turns. While Heroism is active, you will only die when reaching -436 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 872 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. 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 |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
![]() 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 unleash a cone dealing 196.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. 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 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 254.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 522 damage for 5 turns. 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. Press to compare to your current inscriptions |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 6 times. Its effects scale with your Dexterity stat. 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 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. 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. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +9% mind Res.pen +10% mind Melee Ret 4 nature ----- def ----- Fatigue -5% Resists +9% nature HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Cun +4 Con dps ---------- Res.pen +20% acid On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +6% acid Heal.mod +13% Cut- +50% Heal: Puts all charms on 30 cooldown Level 3.0 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 248 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.17 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) Max.HP +100.00 Confus- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% arcane +11% nature +5% all Res.pen +10% arcane Phasing +30% ----- def ----- Resists +22% nature Mind.save +5 (+3 eff.) Confus- +22% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +12% arcane Res.pen +10% arcane ----- def ----- Resists +3% acid Phys.save +11 (+4 eff.) Spell.save +17 (+9 eff.) Mind.save +10 (+5 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 11 physical Ranged+ 8 physical Dmg.mod +3% light Res.pen +15% light Melee Ret 8 light On Hit (Melee): * 10% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ----- def ----- Blind- +40% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Infravis +7 See.Stealth +12 See.Invis +19 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 9.69 cold and 12.88 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. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +48.00 HP.reg +9.00 Heal.mod +12% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +25 (+9 eff.) Dmg.mod +12% lightning Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +24% lightning Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +12% cold +1% physical Spell.save +8 (+4 eff.) Die.at -20.00 life Disease- +20% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +25% physical Apr +3 ----- def ----- Armour +10 Defense +10 (+2 eff.) Phys.save +9 (+3 eff.) Mind.save +7 (+4 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +6% acid +3% physical +13% darkness Acc +15 (+5 eff.) ----- def ----- Resists +26% darkness Max.HP +31.00 Disarm- +26% Pinning- +25% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +30 (+7 eff.) Resists +12% fire +5% arcane +2% physical Spell.save +6 (+3 eff.) HP.reg +9.00 Pinning- +20% Stun/Frz- +32% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +16% physical On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% blight +16% physical +9% acid Max.HP +100.00 Silence- +20% Pinning- +20% Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 mind +20 fire On Hit.r1 +16 cold On Crit.r2 +8 fire On Hit: * 26% chance to reduce all saves and defense by 23 While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +15% arcane +9% fire Res.pen +25% arcane Melee Ret 4 cold Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Master/Psionic Power 64.5 - 103.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 nature +23 darkness Against +28% Living While equipped: dps ---------- Phys.crit +21.0% Mind.crit +1% Crit.mult +20.00% Mind.pwr +10 (+5 eff.) Apr +13 ----- def ----- Resists +9% fire Disarm- +10% Confus- +10% ---------- misc Equi/ret +0.12 Massive two-handed swords. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 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 58.69 to 176.08 lightning damage (117.39 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +13 Defense +13 (+3 eff.) Fatigue +8% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 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. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Mind.pwr +2 (+1 eff.) Dmg.mod +6% physical Res.pen +10% cold Acc +30 (+10 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +3% physical Phys.save +10 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +3 Wil +2 Con dps ---------- Phys.crit +4.0% ----- def ----- Defense +22 (+5 eff.) Resists +3% fire Mind.save +9 (+4 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Fatigue -7% Resists +3% acid Phys.save +8 (+3 eff.) Max.HP +60.00 Disease- +20% Stun/Frz- +20% ---------- misc Max.enc +25 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Spell.crit +4% S.pwr/crit +2 Dmg.mod +3% arcane Res.pen +10% blight Melee Ret 2 blight ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +10% cold Phys.save +13 (+5 eff.) Mind.save +21 (+8 eff.) Silence- +38% Confus- +28% Stun/Frz- +20% ---------- misc Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +12 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% blight Apr +4 Melee Ret 4 darkness ----- def ----- Armour +15 Hardiness +7% Defense +15 (+3 eff.) Resists +15% blight +8% physical Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Max.HP +52.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 24.8 - 34.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Dmg.conv 100% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +7 Wil +4 Cun dps ---------- Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +12% mind Phys.save +11 (+4 eff.) ---------- misc Light +3 Infravis +2 See.Invis +9 Cooldown Double Strike -1 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +19.0% Atk.spd 100% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +11% physical Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +11% physical Disease- +10% Stun/Frz- +20% Teleport- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +15% lightning ----- def ----- Defense +2 (+0 eff.) Resists +29% lightning +6% temporal Phys.save +8 (+3 eff.) ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +7 Dex +1 Wil +11 Lck dps ---------- Phys.crit +2.0% Spell.crit +5% Mind.crit +3% ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc See.Invis +6 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 129.5 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% cold +5% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 1.0 T3 head armor Reqs Mag 25 Wil 20 [Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +6 Wil dps ---------- Phys.crit +2.0% Spell.crit +2% Dmg.mod +10% blight +11% arcane Apr +2 Melee Ret 6 blight 10 vim draining blight ----- def ----- Resists +13% darkness ---------- misc Max.vim +25.00 Infravis +5 Vimsense: Level 2.0 Pwr.cost 22 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 7% and all saves by 11, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% mind Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +9% darkness +8% lightning +8% blight +6% cold +6% mind +8% fire Phys.save +15 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 50% * 10% chance to reduce all saves and defense by 23 ----- def ----- Max.HP +40.00 ---------- 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 [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% light +5% acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +12% light ---------- misc Light +8 Infravis +2 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Dmg.mod +8% nature +15% physical Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid Res.pen +17% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% blight +9% fire +6% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +3% nature HP.reg +2.00 Heal.mod +20% Confus- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 146 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 146 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+5 eff.) Apr +3 Melee Ret 6 mind ----- def ----- Armour +10 Resists +12% lightning Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% 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. |
![]() 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to heal for 44. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Str +2 Dex +3 Con dps ---------- Dmg.mod +9% temporal Melee Ret 2 temporal Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 11% 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. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+8 eff.) Res.pen +15% mind ----- def ----- Mind.save +12 (+5 eff.) ---------- misc Max.psi +40.00 See.Invis +9 Fire a magical bolt dealing 180 acid damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +9% temporal Res.pen +25% temporal ----- def ----- Resists +5% arcane +6% acid Fire a magical bolt dealing 218 lightning damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Branwen the Cornac Brawler level 31
62nd Regrowth 123rd year of Ascendancy at 19:36 see stats
By Branwen the Cornac Brawler level 8
1st Flare 122nd year of Ascendancy at 15:35 see stats
By Branwen the Cornac Brawler level 25
36th Regrowth 123rd year of Ascendancy at 17:15 see stats
By Branwen the Cornac Brawler level 10
8th Flare 122nd year of Ascendancy at 15:26 see stats
By Branwen the Cornac Brawler level 20
3rd Decay 122nd year of Ascendancy at 15:50 see stats
By Branwen the Cornac Brawler level 30
60th Regrowth 123rd year of Ascendancy at 15:20 see stats
By Branwen the Cornac Brawler level 21
9th Decay 122nd year of Ascendancy at 13:19 see stats
By Branwen the Cornac Brawler level 23
29th Regrowth 123rd year of Ascendancy at 01:15 see stats
By Branwen the Cornac Brawler level 10
67th Dusk 122nd year of Ascendancy at 22:28 see stats
By Branwen the Cornac Brawler level 31
4th Pyre 123rd year of Ascendancy at 02:21 see stats
By Branwen the Cornac Brawler level 11
76th Dusk 122nd year of Ascendancy at 23:56 see stats
By Branwen the Cornac Brawler level 27
47th Regrowth 123rd year of Ascendancy at 17:03 see stats
By Branwen the Cornac Brawler level 17
62nd Haze 122nd year of Ascendancy at 18:53 see stats
By Branwen the Cornac Brawler level 31
38th Pyre 123rd year of Ascendancy at 04:35 see stats
Log
You are unable to move!
You are unable to move!
Spikes of Decrepitude hits Branwen for (14 flat reduction), (32 absorbed), 0 cold, (14 flat reduction), (32 absorbed), 0 cold (0 total damage).
Branwen is no longer pinned.
Talent Flurry of Fists is ready to use.
Deadly Poison from Layilera the skeleton warrior hits Branwen for (14 flat reduction), (26 absorbed), 0 cold, (0 flat reduction), 0 nature (0 total damage).
Branwen has temporarily forgotten Evasion for 3 turns!
Branwen redirects the effect 'Bleeding'!
Layilera the skeleton warrior's Shoot hits Branwen for (14 flat reduction), (137 absorbed), 0 cold (0 total damage).
Layilera the skeleton warrior shoots!
Your shield crumbles under the damage!
The shield around Branwen crumbles.
Mayamirin the skeleton archer casts Invoke Darkness.
Mayamirin the skeleton archer's spell attains critical power!
Branwen reacts to damage from Mayamirin the skeleton archer, mitigating the blow!.
Ghoul receives 51 healing from Rime Wraith from Mayamirin the skeleton archer.
Spikes of Decrepitude hits Branwen for (14 flat reduction), (6 absorbed), 19 cold, (14 flat reduction), 25 cold (45 total damage).
Mayamirin the skeleton archer hits Branwen for (14 flat reduction), (123 reacted , -5 stam), 242 cold (242 total damage).
Talent Axe Kick is ready to use.
Deadly Poison from Layilera the skeleton warrior hits Branwen for (14 flat reduction), 9 nature (9 total damage).
Layilera the skeleton warrior receives 4 healing from Deadly Poison from Layilera the skeleton warrior.
Layilera the skeleton warrior casts Judgement.
Layilera the skeleton warrior's spell attains critical power!
Rime Wraith from Mayamirin the skeleton archer hits Branwen for (14 flat reduction), 110 cold (110 total damage).
Mayamirin the skeleton archer receives 54 healing from Rime Wraith from Mayamirin the skeleton archer.
Spikes of Decrepitude hits Branwen for (14 flat reduction), 25 cold (25 total damage).
Branwen the level 31 cornac brawler was frozen and shattered into a million little shards to death by Mayamirin the skeleton archer on level 1 of Ruined halfling complex.