











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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:
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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 39 / 75% |
Size | big |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 18 on the 27th Loss 122nd year of Ascendancy at 04:28 0 / 9Killed by Mirror Image (Ivyldarin the snow giant) at level 21 on the 13rd Shortage 122nd year of Ascendancy at 23:31 Killed by Celia at level 26 on the 9th Steel 123rd year of Ascendancy at 10:29 Killed by forge-giant at level 28 on the 26th Steel 123rd year of Ascendancy at 20:59 Killed by The Master at level 31 on the 32nd Steel 123rd year of Ascendancy at 03:47 Killed by elder vampire at level 31 on the 32nd Steel 123rd year of Ascendancy at 05:18 Killed by greater multi-hued wyrm at level 31 on the 32nd Steel 123rd year of Ascendancy at 15:37 Killed by searing horror at level 36 on the 19th Gold 123rd year of Ascendancy at 07:47 Killed by orc high pyromancer at level 39 on the 3rd Profit 123rd year of Ascendancy at 20:23 |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 51 (base 39) |
Constitution | 69 (base 60) |
Magic | 8 (base 10) |
Willpower | 20 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -1639/1398 |
Stamina | 109/271 |
Healing Factor | 1.5027219866911 |
Regeneration | 22.04124533239 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 46.074207531484 |
See Invisible | 52.074207531484 |
Offense: Mainhand
Damage | 222 |
Accuracy | 73 |
Crit Chance | 39% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +41% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Acid | +26% |
Temporal | +5% |
Mind | +15% |
Physical | +15% |
Cold | +10% |
Nature | +26% |
Defense: Base
Armour (hardiness) | 45.292304923968 (87.807182003187%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 56 |
Mental Save | 55 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 19%( 70%) |
All | + 15%( 70%) |
Lightning | + 29%( 70%) |
Light | + 55%( 70%) |
Physical | + 24%( 70%) |
Fire | + 29%( 70%) |
Darkness | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 39% |
Bleed Resistance | 20% |
Confusion Resistance | 28% |
Stun Resistance | 24% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 82% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 880% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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 9 turns. While Heroism is active, you will only die when reaching -809 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 1618 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost warrior from death by Zubalravea the elder vampire. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 124. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. 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 green worm. * You've found the needed faerlhing fang. * '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.' 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 skeleton mage skull. * You've found the needed vial of elder vampire blood. * 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -3% Phys.save +18 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +1.00 Heal.mod +13% ---------- misc Max.enc +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +30% Confus- +18% ---------- misc Light +9 See.Stealth +11 See.Invis +17 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Res.pen +5% temporal ----- def ----- Armour +5 Fatigue +3% Resists +6% light Crit.chn- 15.00% Cut- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 549.4 Physical damage. If the attack hits, the target is confused (39% 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. |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% light +6% physical Res.pen +10% cold Acc +30 (+7 eff.) Apr +1 ----- def ----- Armour +4 Defense +15 (+4 eff.) Resists +28% light ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Mind.save +8 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +15% physical Acc +10 (+2 eff.) ----- def ----- Resists +6% fire +5% cold Phys.save +9 (+2 eff.) ---------- misc Max.stam +10.00 Infravis +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +20 physical On Crit.r2 +13 acid +19 nature While equipped: Stats +7 Str dps ---------- Dmg.mod +16% physical Res.pen +26% acid +26% nature Acc +40 (+9 eff.) Apr +13 ----- def ----- Defense +10 (+3 eff.) Disarm- +39% ---------- misc Stam/turn +1.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +13% Crit.mult +9.00% ----- def ----- Armour +3 Fatigue +5% HP.reg +5.00 ---------- misc Stam/turn +1.10 Max.stam +22.00 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. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 15 acid 14 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +16% acid +11% fire +7% arcane Spell.save +14 (+4 eff.) A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +15% mind Apr +3 ----- def ----- Armour +8 Defense +17 (+5 eff.) Fatigue -5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 5 * 25% chance to reduce damage dealt by 13% ----- def ----- Fatigue -7% Resists +17% lightning +1% physical +13% light +16% darkness +6% acid HP.reg +5.00 Blind- +52% Stun/Frz- +24% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -301 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 602 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] 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 increase movement speed by 400% 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 [Normal] Nature When inscribed on your body: Level 1.0 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 368 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. 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 392.80 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 Strength 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 17 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 181.80 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 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 40% faster, and you are invisible (power 16). 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1216% for 10 turns (0 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 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 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 407 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +25% lightning +5% light ----- def ----- Resists +3% light Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +11% nature +11% blight Poison- +23% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Resists +6% mind +3% light Blind- +10% Confus- +20% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% lightning Stun/Frz- +28% ---------- misc Masteries +0.12 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Dex +6 Wil +3 Con Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% physical Blind- +12% ---------- misc Stam/turn +0.40 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Wil +6 Con ----- def ----- Resists +15% nature Max.HP +80.00 Silence- +20% ---------- misc Masteries +0.28 Technique/Conditioning +0.28 Technique/Warcries Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +20% acid +10% nature Melee Ret 4 acid 4 nature 10 darkness On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +14 Cun dps ---------- Dmg.mod +18% mind Res.pen +25% mind ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.16 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +12% nature +24% cold Spell.save +3 (+1 eff.) ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Resists +9% light +9% temporal Mind.save +12 (+4 eff.) HP.reg +4.00 Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Mag +2 Cun +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% arcane Melee Ret 6 arcane ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 13 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +16% arcane Res.pen +15% nature Melee Ret 6 mind ----- def ----- Resists +16% arcane ---------- misc Equi/ret +0.08 Max.hate +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Mag +11 Cun +4 Con dps ---------- Spell.crit +1% Spell.pwr +11 (+11 eff.) S.pwr/crit +2 Dmg.mod +25% lightning +16% darkness +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold ----- def ----- Resists +12% fire +32% darkness +9% temporal Spell.save +13 (+4 eff.) ---------- misc Max.stam +18.00 Max.vim +20.00 All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Dmg.mod +15% lightning Res.pen +15% lightning Acc +25 (+6 eff.) ----- def ----- Armour +6 Resists +30% lightning +12% fire Phys.save +18 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +2% physical +9% cold Stun/Frz- +10% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% blight Res.pen +25% blight +25% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +5% arcane +9% fire Spell.save +16 (+5 eff.) ---------- misc Max.stam +23.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Resists +30% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +13% darkness Acc +8 (+2 eff.) ----- def ----- Resists +26% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +7% nature +6% blight Blind- +23% Poison- +10% Disease- +10% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +8 Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Blind- +25% ---------- misc Infravis +4 See.Stealth +12 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +55.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +12 (+12 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +14% acid +6% all ----- def ----- Resists +28% acid Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+2 eff.) Apr +11 ----- def ----- Defense +7 (+2 eff.) Phys.save +13 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+10 eff.) Mind.pwr +9 (+5 eff.) ----- def ----- Spell.save +10 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 157% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +16 fire On Crit.r2 +8 blight On Hit: 20% Curse of Impotence 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +20% blight +13% physical +5% fire ----- def ----- Resists +6% blight Disarm- +32% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.9 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Dex, 90% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +6% acid Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) HP.reg +4.00 Silence- +20% ---------- misc Max.psi +30.00 Light +3 Blunt and deadly. |
![]() 3.0 T4 shot ammo [Ego] Arcane Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +7 Dex -7 Mag +5 Wil +6 Cun dps ---------- Dmg.mod +12% light +6% cold Res.pen +5% cold ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +14% cold +13% nature +16% blight D.Red.from +9% Unnatural Mind.save +16 (+5 eff.) ---------- misc Light +3 Breathe water A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +11 Wil +8 Cun dps ---------- Mind.pwr +25 (+13 eff.) Dmg.mod +18% nature Melee Ret 4 mind 8 cold ----- def ----- Phys.save +13 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+5 eff.) ---------- misc Max.hate +6.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight +6% light +8% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +3% lightning +3% physical Melee Ret 2 physical ----- def ----- Armour +3 Resists +10% lightning +7% temporal +6% blight ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +25% physical Acc +15 (+3 eff.) Melee Ret 6 physical ----- def ----- Armour +13 Resists +8% lightning +10% temporal Phys.save +9 (+2 eff.) ---------- misc Max.stam +30.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+1 eff.) Apr +7 ----- def ----- Armour +6 Resists +6% blight Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +54.00 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 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+6 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 121.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 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 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +10 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid +3% cold +6% nature Res.pen +10% acid +15% cold Melee Ret 6 cold On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +2 Defense +6 (+2 eff.) Resists +9% acid +8% physical +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 +2 Mag +2 Wil +2 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +9% temporal ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 232.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Dex +5 Mag +5 Cun dps ---------- Res.pen +15% acid ----- def ----- Resists +9% cold ---------- misc Infravis +3 See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 536 physical damage Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +6% lightning +3% physical +12% light +6% blight +18% nature Heal.mod +20% Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 285 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane Melee Ret 4 cold ----- def ----- Resists +18% fire +5% arcane +15% cold Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 529 Base Damage: 222 Armor: 5 All Resist: 17 Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 542 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 245 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 14% 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 T4 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +12 Resists +4% physical Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ronner the Dwarf Berserker level 32
35th Steel 123rd year of Ascendancy at 03:51 see stats
By Ronner the Dwarf Berserker level 36
20th Gold 123rd year of Ascendancy at 05:49 see stats
By Ronner the Dwarf Berserker level 32
33rd Steel 123rd year of Ascendancy at 09:01 see stats
By Ronner the Dwarf Berserker level 39
2nd Stralite 123rd year of Ascendancy at 11:24 see stats
By Ronner the Dwarf Berserker level 37
29th Gold 123rd year of Ascendancy at 14:08 see stats
By Ronner the Dwarf Berserker level 27
21st Steel 123rd year of Ascendancy at 17:28 see stats
By Ronner the Dwarf Berserker level 9
26th Voratun 122nd year of Ascendancy at 00:34 see stats
By Ronner the Dwarf Berserker level 34
40th Steel 123rd year of Ascendancy at 09:07 see stats
By Ronner the Dwarf Berserker level 36
19th Gold 123rd year of Ascendancy at 05:46 see stats
By Ronner the Dwarf Berserker level 19
30th Loss 122nd year of Ascendancy at 17:58 see stats
By Ronner the Dwarf Berserker level 27
22nd Steel 123rd year of Ascendancy at 12:37 see stats
By Ronner the Dwarf Berserker level 36
20th Gold 123rd year of Ascendancy at 03:08 see stats
By Ronner the Dwarf Berserker level 35
42nd Steel 123rd year of Ascendancy at 04:51 see stats
By Ronner the Dwarf Berserker level 10
36th Dearth 122nd year of Ascendancy at 12:08 see stats
By Ronner the Dwarf Berserker level 20
30th Loss 122nd year of Ascendancy at 20:53 see stats
By Ronner the Dwarf Berserker level 30
29th Steel 123rd year of Ascendancy at 11:22 see stats
By Ronner the Dwarf Berserker level 26
5th Steel 123rd year of Ascendancy at 05:23 see stats
By Ronner the Dwarf Berserker level 27
24th Steel 123rd year of Ascendancy at 22:25 see stats
By Ronner the Dwarf Berserker level 16
14th Loss 122nd year of Ascendancy at 16:53 see stats
By Ronner the Dwarf Berserker level 36
26th Gold 123rd year of Ascendancy at 15:18 see stats
By Ronner the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 20:25 see stats
By Ronner the Dwarf Berserker level 36
20th Gold 123rd year of Ascendancy at 05:49 see stats
By Ronner the Dwarf Berserker level 39
3rd Profit 123rd year of Ascendancy at 20:21 see stats
By Ronner the Dwarf Berserker level 9
1st Acquisition 122nd year of Ascendancy at 04:37 see stats
By Ronner the Dwarf Berserker level 36
20th Gold 123rd year of Ascendancy at 05:49 see stats
By Ronner the Dwarf Berserker level 24
21st Iron 123rd year of Ascendancy at 01:37 see stats
By Ronner the Dwarf Berserker level 12
40th Dearth 122nd year of Ascendancy at 11:40 see stats
By Ronner the Dwarf Berserker level 19
30th Loss 122nd year of Ascendancy at 06:03 see stats
By Ronner the Dwarf Berserker level 24
20th Iron 123rd year of Ascendancy at 07:32 see stats
By Ronner the Dwarf Berserker level 25
26th Iron 123rd year of Ascendancy at 00:17 see stats
By Ronner the Dwarf Berserker level 18
25th Loss 122nd year of Ascendancy at 16:23 see stats
By Ronner the Dwarf Berserker level 31
32nd Steel 123rd year of Ascendancy at 15:37 see stats
By Ronner the Dwarf Berserker level 31
32nd Steel 123rd year of Ascendancy at 06:24 see stats
Log
The shield around Warmaster Gnarg crumbles.
Orc high pyromancer roars triumphantly.
Orc high pyromancer's cleansing fire area effect hits Warmaster Gnarg for 45 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 66 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 52 fire damage.
Orc high pyromancer's cleansing fire area effect hits Icy orc wyrmic for 66 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc cryomancer for (43 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Orc pyromancer for 64 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 66 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc berserker for 60 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 66 fire damage.
Faerlhing's arcane area effect hits Orc high pyromancer for 173 arcane damage.
Faerlhing's arcane area effect hits Orc high pyromancer for 287 arcane damage.
Faerlhing's arcane area effect hits Icy orc wyrmic for 287 arcane damage.
Faerlhing's arcane area effect hits Orc berserker for 344 arcane damage.
Faerlhing's arcane area effect hits Orc soldier for 287 arcane damage.
Faerlhing's arcane area effect hits Orc soldier for 287 arcane damage.
Faerlhing's arcane area effect hits Layenor the heavy bone giant for 307 arcane damage.
Faerlhing's arcane area effect hits Warmaster Gnarg for (143 absorbed), 46 arcane (46 total damage).
Faerlhing's arcane area effect hits Orc berserker for 287 arcane damage.
Orc high pyromancer's cleansing fire area effect hits Orc high pyromancer for 53 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 80 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 80 fire damage.
Orc high pyromancer's cleansing fire area effect hits Icy orc wyrmic for 80 fire damage.
Orc high pyromancer's cleansing fire area effect hits Warmaster Gnarg for 54 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc soldier for 63 fire damage.
Orc high pyromancer hits Ronner for 121 fire damage.
Ronner the level 39 dwarf berserker was toasted to death by an orc high pyromancer on level 2 of Vor Armoury.
Ronner's rage subsides!
Ronner no longer revels in blood quite so much.