









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 28 / 76% |
Size | medium |
Lifes / Deaths | Killed by Layalle the cold drake hatchling at level 28 on the 6th Decay 122nd year of Ascendancy at 10:17 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 50) |
Dexterity | 22 (base 10) |
Constitution | 34 (base 16) |
Magic | 10 (base 10) |
Willpower | 70 (base 60) |
Cunning | 29 (base 10) |
Resources
Life | -129/887 |
Equilibrium | 49 |
Healing Factor | 1.7564705882353 |
Regeneration | 148.68523529412 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +813.24301242085% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | -7 |
Infravision | 7 |
See Stealth | 42.450402445479 |
See Invisible | 42.450402445479 |
Offense: Mainhand
Damage | 106 |
Accuracy | 55 |
Crit Chance | 20% |
APR | 29 |
Speed | 0.89 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 16% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Light | +6% |
Nature | +20% |
Physical | +6% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Physical | +13% |
Defense: Base
Armour (hardiness) | 62.496716944117 (74.117647058824%) |
Defense | 26 |
Ranged Defense | 28 |
Fatigue | 21 |
Physical Save | 47 |
Spell Save | 40 |
Mental Save | 50 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | +100%(170%) |
Light | + 5%( 70%) |
Mind | + 12%( 70%) |
Physical | + 52%( 70%) |
Darkness | + 5%( 70%) |
Fire | + 4%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 47% |
Bleed Resistance | 10% |
Confusion Resistance | 15% |
Pinning Resistance | 60% |
Stun Resistance | 0% |
Poison Resistance | 10% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 459% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Icy Skin |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is able to burrow into walls, and additionally has 26 more APR and 13% more physical resistance penetration. Burrow |
beneficial effect | A flow of life spins around the target, regenerating 77.80 life per turn. Regeneration |
beneficial effect | You gain 31% resistance against acid. Resolve |
beneficial effect | Turn into pure lightning, moving 761% faster. It also increases your lightning resistance by 100% and your physical resistance by 30%. Lightning Speed |
detrimental effect | The target is poisoned, taking 276.61 nature damage per turn. Poison |
beneficial effect | The target is recovering 21 life each turn. Recovery |
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 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 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 103. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% light Melee Ret 12 light 16 lightning On Hit (Melee): * 15% chance to blind ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +6% light A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Cun ----- def ----- Armour +6 Mind.save +20 (+6 eff.) Die.at -60.00 life Poison- +10% Disease- +10% Confus- +5% ---------- misc Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 11 bleed Ranged+ 21 bleed Acc +10 (+3 eff.) On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind Melee Ret 20 mind ----- def ----- Resists +12% mind Crit.dmg- 15.00% Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +54.00 Cut- +10% A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego+] Master/Psionic Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +47% Massive two-handed swords. |
On hands | ![]() 1.5 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Resists +8% blight +5% darkness +10% arcane Affinity +8% nature Phys.save +8 (+3 eff.) Spell.save +11 (+4 eff.) ---------- misc Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Phys.save +14 (+5 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life Heal.mod +25% ---------- misc Max.stam +25.00 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 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +7 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 200 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 5 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 26% for 4 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 26 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.00 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 29.49 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 53.14 nature damage per turn for 7 turns, and reducing the target's healing received by 32%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
![]() 0.1 T2 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 463% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +12% temporal Disease- +5% Disarm- +15% Teleport- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.13 Wild-gift/Higher draconic abilities Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Heal.mod +15% Cut- +50% Stun/Frz- +28% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 189 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% acid Blind- +5% Disarm- +5% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% nature +2% physical Spell.save +12 (+4 eff.) Max.HP +22.00 Disarm- +32% Pinning- +25% Knockbk- +24% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 24 light Ranged+ 27 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 14% chance to blind Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.pwr +7 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% arcane Acc +10 (+3 eff.) ----- def ----- Resists +12% arcane Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +14 (+5 eff.) ---------- misc Max.stam +30.00 Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Resists +7% darkness +7% temporal Anom.red +12 Def/telep +9 Res/telep +5% Dur/telep +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Armour +2 Hardiness +3% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +10 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Phasing +20% Melee+ +21 acid On Crit: * cripple the target * splashes the target with acid While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +9% mind +12% physical Res.pen +20% physical Apr +23 ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) ---------- misc Max.hate +4.00 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 132% Range: 1.6x Uses 120% Str Dmg Nature Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 nature +7 temporal On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +6 Cun dps ---------- Res.pen +10% arcane Acc +13 (+4 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +5% arcane Crit.dmg- 15.00% Disarm- +47% ---------- misc Infravis +2 Telepathy Dragon Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 159% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 darkness While equipped: dps ---------- Res.pen +12% nature +5% darkness Melee Ret 16 darkness ----- def ----- Resists +9% acid +9% darkness +7% all Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 157% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 16% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +9% acid ----- def ----- HP.reg +2.00 Massive two-handed swords. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 110% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 1 On Hit: 10% Poison Breath 1 On Hit: 10% Acid Breath 1 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 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +8.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature This natural mindstar summons a caller. Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +9 (+3 eff.) Dmg.mod +5% acid ---------- misc Equi/ret +1.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 153% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +4 light On Crit.r2 +8 temporal On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Master Power 145% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +8.0% Capacity 20 Proj.spd +200% Ranged+ +8 blight On Hit: 10% Epidemic 3 On Hit: * 12% chance to disease Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Normal] Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor [Ego] Disrupt When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.0% Block +41 While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% arcane ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 40.70 to 50.88 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+5 eff.) Resists +20% cold Mind.save +10 (+3 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +18% nature Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Mag +7 Wil dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +14% lightning +13% physical +12% cold +17% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +5 (+3 eff.) Resists +11% lightning +11% cold +25% acid Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Mind.save +23 (+7 eff.) Die.at -40.00 life Confus- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor [Ego+] Disrupt/Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +12% blight +10% physical +14% darkness +14% nature ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +5% Acc +2 (+0 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc See.Invis +6 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +7 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +7% cold +11% fire Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Melee Ret 8 blight 8 arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Vim/s.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +12% darkness Res.pen +15% darkness Melee Ret 20 darkness 20 acid ----- def ----- Armour +4 Fatigue +3% Resists +12% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +10 (+3 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% blight Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +24% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Spell.pwr +8 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% acid +12% arcane +9% blight On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% ---------- misc Vim/s.crit +2.00 Max.mana +60.00 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Breathe water 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 135.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+2 eff.) A cap made of leather. |
![]() 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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 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 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +6 (+2 eff.) ---------- misc Infravis +3 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 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 12 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +3% fire +6% nature +3% darkness ---------- misc Wards +3 acid +4 nature +3 light Talents +3 Rushing Claws +1 Lay Web +1 Ward Cooldown Lay Web -1 Rushing Claws -1 Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Mauron the Cornac Wyrmic level 15
10th Dusk 122nd year of Ascendancy at 14:22 see stats
By Mauron the Cornac Wyrmic level 17
26th Dusk 122nd year of Ascendancy at 04:14 see stats
By Mauron the Cornac Wyrmic level 22
70th Haze 122nd year of Ascendancy at 00:28 see stats
By Mauron the Cornac Wyrmic level 28
5th Decay 122nd year of Ascendancy at 17:07 see stats
By Mauron the Cornac Wyrmic level 19
28th Dusk 122nd year of Ascendancy at 10:12 see stats
By Mauron the Cornac Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 13:19 see stats
By Mauron the Cornac Wyrmic level 20
35th Dusk 122nd year of Ascendancy at 14:37 see stats
By Mauron the Cornac Wyrmic level 21
12nd Haze 122nd year of Ascendancy at 06:39 see stats
By Mauron the Cornac Wyrmic level 16
20th Dusk 122nd year of Ascendancy at 17:46 see stats
By Mauron the Cornac Wyrmic level 9
1st Mirth 122nd year of Ascendancy at 18:57 see stats
By Mauron the Cornac Wyrmic level 17
26th Dusk 122nd year of Ascendancy at 04:14 see stats
By Mauron the Cornac Wyrmic level 20
35th Dusk 122nd year of Ascendancy at 18:04 see stats
Log
Layalle the cold drake hatchling shrugs off the critical damage!
Layalle the cold drake hatchling resists the knockback!
Layalle the cold drake hatchling resists the blinding light!
Mauron is invigorated by the attack!
Mauron is invigorated by the attack!
Mauron is invigorated by the attack!
Mauron performs a melee critical strike against Something!
Mauron leeches life from Layalle the cold drake hatchling!
Layalle the cold drake hatchling shares damage with his oozes!
Mauron hits Something for 203 physical damage.
Mauron hits Layalle the cold drake hatchling for 152 physical, 0 physical (153 total damage).
Layalle the cold drake hatchling hits Mauron for 11 lightning, 5 cold, 7 acid (24 total damage).
Mauron is invigorated by the attack!
Talent Infusion: Regeneration is ready to use.
Layalle the cold drake hatchling uses Acidbeam.
Layalle the cold drake hatchling's mind surges with critical power!
Mauron is invigorated by the attack!
Mauron HEALS from nature damage!
Mauron receives 38 healing.
Poison from Layalle the cold drake hatchling hits Mauron for 221 nature, 38 healing (221 total damage) [39 healing].
Layalle the cold drake hatchling hits Mauron for 415 acid damage.
Bleeding from Mauron hits Layalle the cold drake hatchling for 9 physical damage.
Mauron uses Burrow.
Mauron uses Lightning Speed.
Mauron turns into pure lightning!.
Saving done.
Saving done.
Saving game...