











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.7.6Donators/Buyers bonus! 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Sun Paladin Tweaks 1.3.0Assorted quality-of-life improvements for Sun Paladins. Currently includes:
[NOTE: This addon is officially deprecated as of game release 1.6.0, which includes equivalent functionality.] 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. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Sun's Vengeance Shader 1.7.4Adds a full-screen shader for the Sun's Vengeance proc. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 29 / 61% |
Size | medium |
Lifes / Deaths | Killed by Velemitta the Guard at level 22 on the 19th Loss 122nd year of Ascendancy at 21:34 / 2Killed by Ivynor the faeros at level 29 on the 19th Iron 123rd year of Ascendancy at 22:37 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 47 (base 39) |
Constitution | 51 (base 30) |
Magic | 10 (base 10) |
Willpower | 29 (base 10) |
Cunning | 38 (base 10) |
Resources
Life | -231/1188 |
Mana | 243/363 |
Stamina | 67/242 |
Healing Factor | 1.2840316950179 |
Regeneration | 4.7092465607742 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
Offense: Mainhand
Damage | 113 |
Accuracy | 50 |
Crit Chance | 35% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +5% |
Physical | +5% |
Mind | +15% |
All | 0% |
Lightning | +15% |
Light | +18% |
Darkness | +14% |
Nature | +15% |
Offense: Damage Penetration
Acid | +40% |
Temporal | +49% |
Physical | +65% |
Darkness | +37% |
All | +25% |
Defense: Base
Armour (hardiness) | 49 (65%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 22 |
Physical Save | 71 |
Spell Save | 65 |
Mental Save | 58 |
Defense: Resistances
Acid | + 49%( 80%) |
Physical | + 40%( 75%) |
Cold | + 62%( 70%) |
All | + 31%( 70%) |
Darkness | + 67%( 70%) |
Temporal | + 58%( 70%) |
Mind | + 31%( 70%) |
Lightning | + 58%( 70%) |
Fire | + 53%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Pinning Resistance | 60% |
Bleed Resistance | 0% |
Confusion Resistance | 18% |
Stun Resistance | 60% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 164.50 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 Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 honey tree root. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +12% darkness +14% temporal Phasing +30% ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +3% Resists +16% darkness +16% temporal Phys.save +9 (+2 eff.) Def/telep +15 Res/telep +13% Dur/telep +22% ---------- misc Stam/turn +0.50 Max.stam +10.00 Evasion: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +9% lightning +4% physical +9% nature +9% cold Crit.chn- 5.00% Max.HP +48.00 ---------- 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. |
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 (+3 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. |
On hands | ![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +11 Cun +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Melee+ 17 physical Ranged+ 14 physical Dmg.mod +14% darkness Res.pen +15% physical Acc +9 (+3 eff.) On Hit (Melee): * 16% chance to reduce all saves and defense by 25 On Hit (Ranged): * 15% chance to reduce all saves and defense by 25 ----- def ----- Armour +2 Resists +28% darkness Stun/Frz- +30% ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 8 physical Ranged+ 15 physical Acc +7 (+3 eff.) Apr +7 On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ----- def ----- Defense +11 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +28% Knockbk- +22% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 99% 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! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Crit.mult +20.00% Mind.pwr +13 (+4 eff.) S.pwr/crit +2 ----- def ----- Resists +14% temporal +15% cold +14% fire Mind.save +6 (+2 eff.) Confus- +18% Pinning- +32% Knockbk- +24% ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +22.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +32.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% physical Apr +2 ----- def ----- Resists +7% lightning +6% temporal +9% darkness Die.at -40.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 141% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +12 fire While equipped: Stats +1 Str +2 Mag +2 Cun +2 Con dps ---------- Melee+ 5 lightning Melee Ret 1 lightning 11 fire ----- def ----- Armour +9 Fatigue +8% Resists +12% fire +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% light Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +7% acid +3% temporal +6% cold +7% fire +8% lightning Mind.save +11 (+3 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 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. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 134 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 118 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 517% 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Armour +6 Defense +25 (+7 eff.) Resists +3% lightning +6% physical +3% light ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Crit.mult +14.00% Spell.pwr +7 (+7 eff.) Mov.spd +10% Melee+ 8 light 7 darkness Dmg.mod +21% acid +7% light +7% blight +7% fire +7% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 8% chance to reduce damage dealt by 21% * 7% chance to blind ----- def ----- Fatigue -6% Resists +3% temporal HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Mag dps ---------- Spell.crit +2% Dmg.mod +6% nature Melee Ret 6 acid ----- def ----- Resists +13% fire +3% nature +14% cold Spell.save +3 (+1 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+6 eff.) Dmg.mod +15% temporal Melee Ret 4 physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -5% ---------- misc Max.enc +20 Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness +10% cold Melee Ret 2 nature ----- def ----- Resists +3% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Cun +3 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% darkness Max.HP +23.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc See.Invis +6 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 11.56 cold and 12.14 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 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Con ----- def ----- Crit.chn- 10.00% HP.reg +2.00 Stun/Frz- +24% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Mag ----- def ----- Defense +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% acid +9% arcane Res.pen +15% acid +15% fire +15% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +6 (+2 eff.) Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 120% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Dex +6 Con dps ---------- Phys.pwr +30 (+8 eff.) Melee Ret 4 acid ----- def ----- Crit.chn- 15.00% Die.at -60.00 life ---------- misc See.Invis +6 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 15% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con +10 Wil dps ---------- Phys.crit +7.0% Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +3% darkness +6% temporal Crit.chn- 5.00% Max.HP +27.00 Disarm- +28% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +10 (+4 eff.) Apr +12 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
![]() 4.0 T3 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +7 Str +5 Dex +8 Mag +5 Wil +3 Cun +5 Con Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 4 Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +13 (+5 eff.) Apr +9 ----- def ----- HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +10 Str dps ---------- Dmg.mod +12% physical Acc +22 (+8 eff.) ----- def ----- Resists +6% lightning +9% fire +3% mind Crit.chn- 5.00% Pinning- +20% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% light ----- def ----- Resists +6% acid +9% light +18% lightning ---------- misc Light +2 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +8 Mag +1 Cun +4 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% cold ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +15% blight Res.pen +25% temporal Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 15% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Stealth +7 ---------- misc T.Disarm +9 Vim/s.crit +2.00 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Acc +4 (+2 eff.) Apr +4 Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% mind Acc +10 (+4 eff.) Apr +3 ----- def ----- Defense +8 (+2 eff.) Resists +9% nature Phys.save +19 (+5 eff.) Mind.save +6 (+2 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 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 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 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning +3% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning Max.HP +32.00 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 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 31.36 to 39.20 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +5% acid +9% physical +6% fire +10% cold ----- def ----- Resists +11% acid +14% physical +12% darkness +12% fire +12% cold +13% mind +11% all Phys.save +11 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +26 (+7 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +13% darkness +26% mind +13% all Phys.save +14 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% acid +9% physical +9% fire +7% cold ----- def ----- Resists +10% acid +13% physical +13% fire +10% cold +11% all Mind.save +18 (+5 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +7% physical +7% cold ----- def ----- Resists +5% lightning +5% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +9% temporal +13% arcane +13% nature ----- def ----- Resists +19% nature +9% all ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue -3% Resists +6% darkness +2% physical Phys.save +8 (+2 eff.) ---------- misc Max.enc +26 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Con dps ---------- Mov.spd +10% Acc +30 (+10 eff.) ----- def ----- Armour +8 Fatigue -7% Resists +16% lightning +7% temporal +10% cold +8% fire +8% acid Max.HP +38.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +6% arcane Res.pen +15% darkness Melee Ret 6 darkness 4 lightning ----- def ----- Armour +3 Resists +5% arcane +15% lightning Blink to a nearby random location (rad 10) Puts all charms on 22 cooldown A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +2 Cun +2 Con dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Crit.mult +7.00% Melee+ 5 light 7 lightning Dmg.mod +3% light +3% lightning ----- def ----- Armour +2 Fatigue +3% Resists +8% light +7% lightning ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun ----- def ----- Armour +3 Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +4 (+4 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane Mind.save +8 (+2 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +7 Resists +6% lightning ---------- misc Psi/ret +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% lightning Res.pen +25% lightning Melee Ret 6 darkness ----- def ----- Defense +2 (+0 eff.) Resists +15% lightning +6% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.65 to 118.94 lightning damage (79.29 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +2 Wil +4 Cun +3 Con dps ---------- Res.pen +15% cold ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% physical Res.pen +25% lightning ----- def ----- Armour +2 Fatigue +1% ---------- misc Stam/turn +3.00 Infravis +1 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold Crit.chn- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue +1% Resists +3% all Phys.save +7 (+2 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% cold ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +18% lightning +12% light +6% darkness Phys.save +15 (+4 eff.) Mind.save +12 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Max.HP +23.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +12 Mag dps ---------- Spell.pwr +20 (+15 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% cold Spell.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +22% Resists +12% lightning +7% physical +5% arcane Phys.save +12 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +20.00 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +83 Melee+ +4 temporal While equipped: Stats +2 Wil ----- def ----- Armour +7 Fatigue +8% Resists +19% acid +12% blight +3% light +5% arcane HP.reg +4.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +13 nature While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +15% blight Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +17.0% Capacity 18 Ranged+ +20 mind On Hit.r1 +20 mind +17 fire On Crit.r2 +8 mind On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
![]() 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+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 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 +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind Melee Ret 4 physical ----- def ----- Max.HP +44.00 ---------- misc Max.stam +20.00 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +1 Wil +6 Cun ----- def ----- Resists +3% darkness ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +6 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 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 T3 shot ammo [Ego] Arcane Power 143% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +11 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to slow global speed by 52% * 10 arcane resource burn ----- def ----- Resists +3% light Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +15% nature ---------- misc See.Invis +3 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 52% * 10% chance to gain 10% of a turn (3/turn limit) Fire a magical bolt dealing 160 cold damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. 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: Stats +7 Str +3 Con dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% ---------- misc Psi/ret +0.20 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 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. |
![]() 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 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: 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. |
![]() 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. |
Achievements
By Vakyr the Dwarf Bulwark level 24
22nd Loss 122nd year of Ascendancy at 17:32 see stats
By Vakyr the Dwarf Bulwark level 13
6th Dearth 122nd year of Ascendancy at 08:11 see stats
By Vakyr the Dwarf Bulwark level 27
16th Iron 123rd year of Ascendancy at 11:16 see stats
By Vakyr the Dwarf Bulwark level 22
20th Loss 122nd year of Ascendancy at 05:08 see stats
By Vakyr the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 03:18 see stats
By Vakyr the Dwarf Bulwark level 20
33rd Dearth 122nd year of Ascendancy at 10:55 see stats
By Vakyr the Dwarf Bulwark level 20
33rd Dearth 122nd year of Ascendancy at 14:00 see stats
By Vakyr the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 03:39 see stats
By Vakyr the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 03:19 see stats
By Vakyr the Dwarf Bulwark level 9
5th Profit 122nd year of Ascendancy at 08:34 see stats
By Vakyr the Dwarf Bulwark level 23
22nd Loss 122nd year of Ascendancy at 00:42 see stats
By Vakyr the Dwarf Bulwark level 16
20th Dearth 122nd year of Ascendancy at 19:55 see stats
By Vakyr the Dwarf Bulwark level 22
19th Loss 122nd year of Ascendancy at 21:34 see stats
Log
Burning from Polurevena the fire drake hits Polurevena the fire drake for 6 fire damage.
Poison from Vakyr hits Polurevena the fire drake for 4 nature damage.
Ivynor the faeros hits Vakyr for (111 blocked), 0 fire (0 total damage).
Vakyr uses Assault.
Vakyr performs a melee critical strike against Polurevena the fire drake!
Vakyr misses Polurevena the fire drake.
Golem (servant of Ivynor the faeros) misses Vakyr.
Melee retaliation hits Vakyr for 10 fire, 10 fire (20 total damage).
Vakyr hits Polurevena the fire drake for 131 physical, 7 fire, 10 lightning, 52 physical, 642 physical (842 total damage).
Vakyr is less vulnerable to nature.
Vakyr has finished recovering.
Talent Resilience of the Dwarves is ready to use.
Vakyr killed Polurevena the fire drake!
Burning from Ivynor the faeros hits Vakyr for 107 fire damage.
Ivynor the faeros casts Channel Staff.
Ivynor the faeros's Channel Staff hits Vakyr for 110 fire damage.
Vakyr deactivates Last Stand.
Vakyr uses Resilience of the Dwarves.
Vakyr's skin turns to stone.
Vakyr uses Infusion: Movement.
Vakyr is moving at extreme speed!
Golem (servant of Ivynor the faeros) misses Vakyr.
The protective shield of Vakyr disappears.
Talent Repulsion is ready to use.
Talent Resonance Field is ready to use.
Burning from Ivynor the faeros hits Vakyr for 107 fire damage.
Vakyr the level 29 dwarf bulwark was scorched to death by Ivynor the faeros on level 4 of Daikara.