











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | rq: No Escorts, Alchemists, Wayist, Wyrm Bile 1.5.10Turns off escort quests and alchemists quests. Disables Yeek Wayist bonuses. Removes Wyrm Bile stat changes. --- Escort died again for no fault of your own? Alchemists finished a recipe behind your back? Subject Z dodged your stun and now Wayist is dead? Or maybe your main stats were scrambled by the Wyrm Bile? Feeling frustrated? Annoyed? Worried that your toons are now irrevocably gimped and that it's no fun to play them anymore? Thinking to yourself: what if those obnoxious, punishing, luck-based elements of the game were just gone? Well there's the addon for you. Just disable all those pesky bugs and never look back. And when you win, say proudly that you did it with an addon that, in essence, makes the game HARDER. Improved player targetting 1.2.0Player's targetting improvements. Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Arena Quest 1.7.4You cannot enter anywhere except Derth if arena quest isn't completed when player reach level 10. 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: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Always center your character 1.5.5Always center your character Items Vault 1.7.6Donators/Buyers bonus! Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. 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. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 34 / 100% |
Size | big |
Lifes / Deaths | Killed by Nerobreda the cold drake hatchling at level 16 on the 7th Regrowth 123rd year of Ascendancy at 23:27 0 / 7Killed by Belovea the barrow wight at level 18 on the 41st Regrowth 123rd year of Ascendancy at 21:51 Killed by Polomira the giant black ant at level 27 on the 6th Regrowth 124th year of Ascendancy at 08:36 Killed by Polomira the giant black ant at level 27 on the 7th Regrowth 124th year of Ascendancy at 10:02 Killed by Polomira the giant black ant at level 27 on the 7th Regrowth 124th year of Ascendancy at 13:38 Killed by Arikira the copperhead snake at level 33 on the 75th Regrowth 124th year of Ascendancy at 17:44 Killed by Elomina the whitehoof ghoul at level 34 on the 4th Pyre 124th year of Ascendancy at 10:13 |
Primary Stats
Strength | 40 (base 25) |
Dexterity | 43 (base 31) |
Constitution | 35 (base 10) |
Magic | 69 (base 60) |
Willpower | 72 (base 48) |
Cunning | 30 (base 10) |
Resources
Life | -67/1229 |
Paradox | 589 |
Healing Factor | 1.5416660017318 |
Regeneration | 18.885408521215 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 39.415790214715 |
See Invisible | 39.415790214715 |
Offense: Mainhand
Damage | 158 |
Accuracy | 56 |
Crit Chance | 18% |
APR | 13 |
Speed | 0.91 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 15% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +23% |
Darkness | +27% |
Nature | +15% |
Temporal | +12% |
Lightning | +30% |
Arcane | +16% |
Cold | +24% |
All | +6% |
Offense: Damage Penetration
Darkness | +15% |
Fire | +15% |
Blight | +15% |
Arcane | +23% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.511077022655 (89.749889547741%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 33 |
Physical Save | 43 |
Spell Save | 40 |
Mental Save | 33 |
Defense: Resistances
Acid | + 10%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 47%( 70%) |
All | + 4%( 70%) |
Lightning | + 30%( 70%) |
Light | + 17%( 70%) |
Temporal | + 36%( 70%) |
Physical | + 9%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 27%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 55% |
Teleport Resistance | 20% |
Pinning Resistance | 83% |
Blind Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 445 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 102 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 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
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 629% 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. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 |
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 have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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] Arcane/Master While equipped: Stats +6 Str +3 Mag +6 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% darkness +7% physical Res.pen +15% darkness +15% blight ----- def ----- Armour +4 Fatigue +3% ---------- misc Spell.cld 10% Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego] Nature/Master Power 44.0 - 61.6 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +11 nature Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Melee Ret 4 mind ----- def ----- Defense +15 (+6 eff.) Resists +12% lightning +12% temporal Max.HP +57.00 ---------- misc Equi/ret +0.20 Max.psi +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +6% acid +6% light +27% cold +5% arcane +9% lightning Max.HP +95.00 HP.reg +8.00 Heal.mod +11% Disarm- +29% Pinning- +20% Knockbk- +32% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% all On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Max.HP +20.00 Blind- +34% Disarm- +26% Pinning- +29% Knockbk- +25% ---------- misc Max.psi +10.00 Infravis +4 See.Stealth +10 See.Invis +10 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% fire ----- def ----- Resists +24% fire +18% darkness +18% cold Anom.red +14 Max.HP +72.00 ---------- misc Max.mana +49.00 Max.stam +42.00 Max.hate +13.00 Max.psi +31.00 Max.vim +26.00 Max.P.En +31.00 Max.N.En +29.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% On Crit.r2 +8 lightning While equipped: Stats +6 Str +14 Wil +5 Cun +14 Con dps ---------- Phys.pwr +14 (+4 eff.) Phys.spd +10% Dmg.mod +9% nature +18% lightning ----- def ----- Max.HP +56.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Dex +1 Mag +3 Wil +4 Cun dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning +6% temporal Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% lightning +13% darkness +8% light ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 76.45 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +9 Fatigue +22% Resists +5% physical Crit.chn- 10.00% Phys.save +13 (+4 eff.) Max.HP +66.00 HP.reg +4.00 Heal.mod +24% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +8 (+3 eff.) Dmg.mod +10% arcane Res.pen +8% arcane Apr +3 ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% Phys.save +18 (+6 eff.) ---------- misc Max.mana +59.00 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 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% arcane On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +12 Resists +12% nature +21% temporal Max.HP +100.00 Pinning- +34% Knockbk- +44% Teleport- +20% Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 642% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 662% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 644% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (91% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 100 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 63 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 50 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 56 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +5 Mag +1 Wil +3 Con dps ---------- Res.pen +5% cold On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +12% light +12% darkness Blind- +22% Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +1 Mag dps ---------- Mind.crit +1% ----- def ----- Crit.chn- 10.00% HP.reg +1.00 Stun/Frz- +22% ---------- misc Equi/ret +0.08 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 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+4 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 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 86% 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 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Arcane/Nature/Master Power 33.5 - 46.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage While equipped: Stats +5 Str +8 Dex +8 Mag +7 Wil +10 Cun +7 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Res.pen +11% physical Acc +9 (+3 eff.) Apr +10 Melee Ret 4 physical ----- def ----- Resists +2% physical ---------- misc Stam/turn +2.00 Max.stam +30.00 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 46.0 - 64.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +13 Con +7 Wil dps ---------- Res.pen +10% physical Acc +16 (+5 eff.) Apr +8 ----- def ----- Max.HP +67.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 46.5 - 65.1 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +23.00% Res.pen +10% physical Acc +21 (+6 eff.) Apr +24 Blunt and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Psionic Power 37.0 - 48.1 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 mind On Crit.r2 +8 arcane On Hit: * 33% chance to reduce all saves and defense by 27 While equipped: Stats +5 Cun +7 Wil dps ---------- Dmg.mod +15% nature +15% cold Res.pen +20% light Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +9% cold Sharp, short and deadly. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 blight On Crit.r2 +35 acid +45 nature While equipped: Stats +16 Str +10 Dex +8 Mag +11 Wil +10 Cun +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +25% acid +30% nature Apr +12 On Hit (Ranged): * 20% chance to slow global speed by 54% ---------- misc Mana/turn +0.08 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 34.0 - 47.6 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 19 Rld cld 6 Ranged+ +9 mind +8 fire On Hit.r1 +16 fire On Crit.r2 +16 fire On Hit: * 20% chance to reduce all saves and defense by 27 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 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. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +4 Dex +2 Mag +18 Con dps ---------- Dmg.mod +24% acid +47% nature ----- def ----- Resists +36% acid +12% cold +15% all Poison- +84% Disease- +86% ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) Mov.spd +20% ----- def ----- Armour +7 Defense +14 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +5 (+2 eff.) Res.pen +15% cold Acc +25 (+7 eff.) Apr +2 ----- def ----- Resists +9% light Phys.save +9 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Str +7 Dex +2 Wil +2 Cun dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% temporal On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Spell.save +10 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% 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] Nature While equipped: Stats +6 Str +2 Dex +2 Mag +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Con dps ---------- Res.pen +15% physical ----- def ----- Defense +2 (+1 eff.) Resists +3% cold Die.at -80.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +3% arcane Phys.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Disarm- +25% 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+] Master While equipped: Stats +3 Str +6 Dex +4 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str +3 Dex +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+1 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +7 Dex dps ---------- Spell.crit +8% ----- def ----- Defense +2 (+1 eff.) Resists +15% temporal Mind.save +11 (+6 eff.) ---------- misc Max.vim +30.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Res.pen +10% mind +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +18% fire A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Dex +5 Wil dps ---------- Mind.crit +2% Dmg.mod +15% mind Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +9% cold Mind.save +10 (+5 eff.) ---------- misc Psi/ret +0.08 Max.psi +30.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +11% cold +9% fire Mind.save +9 (+5 eff.) ---------- misc Max.mana +40.00 Breathe water A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +15% mind Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce armor by 35% * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Fatigue +4% Resists +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +3% blight Mind.save +6 (+3 eff.) Max.HP +41.00 Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +45.00 ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 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 [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +5% darkness ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +30 (+10 eff.) Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Fatigue -7% Resists +6% blight Poison- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +18% mind +27% cold ----- def ----- Armour +4 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Trix the Shalore Temporal Warden level 7
54th Dusk 122nd year of Ascendancy at 01:41 see stats
By Trix the Shalore Temporal Warden level 31
64th Regrowth 124th year of Ascendancy at 12:45 see stats
By Trix the Shalore Temporal Warden level 33
77th Regrowth 124th year of Ascendancy at 08:40 see stats
By Trix the Shalore Temporal Warden level 22
24th Pyre 123rd year of Ascendancy at 23:28 see stats
By Trix the Shalore Temporal Warden level 21
66th Regrowth 123rd year of Ascendancy at 22:35 see stats
By Trix the Shalore Temporal Warden level 20
45th Regrowth 123rd year of Ascendancy at 16:34 see stats
By Trix the Shalore Temporal Warden level 10
9th Haze 122nd year of Ascendancy at 17:41 see stats
By Trix the Shalore Temporal Warden level 20
45th Regrowth 123rd year of Ascendancy at 12:42 see stats
By Trix the Shalore Temporal Warden level 30
56th Regrowth 124th year of Ascendancy at 06:14 see stats
By Trix the Shalore Temporal Warden level 25
7th Flare 123rd year of Ascendancy at 07:02 see stats
By Trix the Shalore Temporal Warden level 33
79th Regrowth 124th year of Ascendancy at 18:34 see stats
By Trix the Shalore Temporal Warden level 27
6th Regrowth 124th year of Ascendancy at 08:35 see stats
By Trix the Shalore Temporal Warden level 10
25th Haze 122nd year of Ascendancy at 01:49 see stats
By Trix the Shalore Temporal Warden level 18
41st Regrowth 123rd year of Ascendancy at 21:42 see stats
By Trix the Shalore Temporal Warden level 23
40th Pyre 123rd year of Ascendancy at 10:55 see stats
By Trix the Shalore Temporal Warden level 5
30th Dusk 122nd year of Ascendancy at 18:31 see stats
By Trix the Shalore Temporal Warden level 21
67th Regrowth 123rd year of Ascendancy at 20:22 see stats
By Trix the Shalore Temporal Warden level 14
56th Haze 122nd year of Ascendancy at 19:54 see stats
By Trix the Shalore Temporal Warden level 34
2nd Pyre 124th year of Ascendancy at 11:07 see stats
Log
Elomina the whitehoof ghoul hits Temporal hound for 216 fire damage.
Melee retaliation hits Temporal hound for 0 acid damage.
Temporal hound hits Elomina the whitehoof ghoul for (5 flat reduction), 0 temporal, (9 flat reduction), 0 physical (0 total damage).
Elomina the whitehoof ghoul is nearing the end.
Trix's Arrow Echoes hits Elomina the whitehoof ghoul for (40 flat reduction), (64 turned into osmosis), 111 physical, (13 flat reduction), 0 nature, (12 flat reduction), 0 temporal, (18 flat reduction), 0 temporal (111 total damage).
Elomina the whitehoof ghoul's fire area effect hits Temporal hound for 0 fire damage.
Elomina the whitehoof ghoul's fire area effect hits Temporal hound for 0 fire damage.
Lava floor heals Elomina the whitehoof ghoul!
Lava floor burns Temporal hound!
Elomina the whitehoof ghoul receives 196 healing.
Elomina the whitehoof ghoul hits Temporal hound for 0 fire damage.
Poison from Elomina the whitehoof ghoul hits Temporal hound for 0 nature damage.
Melee retaliation hits Temporal hound for 0 acid damage.
Temporal hound hits Elomina the whitehoof ghoul for (11 flat reduction), 0 temporal, (17 flat reduction), 0 physical (0 total damage).
Lava floor burns Trix!
Elomina the whitehoof ghoul receives 88 healing.
Elomina the whitehoof ghoul hits Trix for 164 fire damage.
Talent Command Hounds: Blink is ready to use.
Talent Fold Warp is ready to use.
Elomina the whitehoof ghoul's fire area effect hits Temporal hound for 0 fire damage.
Elomina the whitehoof ghoul's fire area effect hits Temporal hound for 0 fire damage.
Trix become impervious to physical effects.
Trix loses sight!
Trix shares damage with his guardian!
Something hits Trix for (199 shared), 210 physical (210 total damage).
Something hits Something for 0 physical damage.
Something hits Something for 0 physical damage.
Trix the level 34 shalore temporal warden was minced to death by Elomina the whitehoof ghoul on level 1 of Fearscape.
You are brought back from the Fearscape!