











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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:
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Higher |
Class | Temporal Warden |
Level / Exp | 50 / 164% |
Size | medium |
Lifes / Deaths | Killed by Burb the snow giant champion at level 20 on the 11st Regrowth 123rd year of Ascendancy at 19:38 3 / 4Killed by Assassin Lord at level 21 on the 33rd Pyre 123rd year of Ascendancy at 12:43 Killed by snow giant thunderer at level 22 on the 63rd Pyre 123rd year of Ascendancy at 13:39 Killed by orc necromancer at level 49 on the 33rd Dusk 125th year of Ascendancy at 13:11 |
Primary Stats
Strength | 19 (base 16) |
Dexterity | 96 (base 64) |
Constitution | 65 (base 58) |
Magic | 76 (base 62) |
Willpower | 63 (base 31) |
Cunning | 7 (base 7) |
Resources
Life | 1553/1553 |
Paradox | 200 |
Healing Factor | 1.3541355335885 |
Regeneration | 31.483651155933 |
Speed
Mental | -1.1013412404282E-11% |
Attack | -1.1013412404282E-11% |
Movement | +24.536172043957% |
Spell | -1.1013412404282E-11% |
Global | +100% |
Vision
Sight | 12 |
Lite | 16 |
Infravision | 3 |
See Stealth | 31.790387278046 |
See Invisible | 31.790387278046 |
Offense: Mainhand
Damage | 238 |
Accuracy | 72 |
Crit Chance | 100% |
APR | 32 |
Speed | 0.85 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 18% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Cold | +16% |
Acid | +17% |
Nature | +30% |
Darkness | +8% |
Blight | +20% |
Physical | +60% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Darkness | +14% |
Physical | +50% |
Nature | +25% |
Lightning | +15% |
Arcane | +35% |
Cold | +10% |
All | +5% |
Defense: Base
Armour (hardiness) | 41 (38.594633868923%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 41 |
Mental Save | 36 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Physical | + 45%( 70%) |
Lightning | + 70%( 70%) |
Light | + 45%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 73% |
Teleport Resistance | 20% |
Pinning Resistance | 68% |
Knockback Resistance | 70% |
Disarm Resistance | 91% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | The target is moving is 25% faster. 2 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Cyrosemina the ghoul. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Cyrosera the elder vampire. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by skeleton magus. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within2 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 defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +17 Defense +20 (+4 eff.) Fatigue +3% Resists +3% acid +9% light +9% darkness Die.at -40.00 life Disarm- +10% Knockbk- +20% ---------- misc Infravis +2 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 T5 arrow ammo [Random Unique] Master Power 199% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +33 Apr +29 Crit +66.0% Capacity 21 Proj.spd +200% Ranged+ +16 acid +12 cold On Hit.r1 +12 acid +20 cold On Hit: * 24% chance to reduce armor by 35% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Mag +7 Wil +6 Con dps ---------- Phys.crit +8.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Spell.pwr +17 (+5 eff.) Res.pen +15% arcane Apr +1 ----- def ----- Armour +4 Resists +12% blight +9% mind Phys.save +6 (+2 eff.) Die.at -60.00 life HP.reg +13.00 ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +10% fire +11% cold HP.reg +4.00 Disease- +20% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Dex +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +15 (+4 eff.) Dmg.mod +6% physical Apr +2 ---------- misc Hate/m.crit +3.00 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +5.0% Crit.mult +5.00% Dmg.mod +20% blight ----- def ----- Resists +28% acid +29% lightning +20% blight +34% cold +6% nature +25% fire Max.HP +30.00 Disarm- +50% Pinning- +48% Knockbk- +50% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +8% lightning +10% temporal +5% arcane +9% acid Disarm- +10% Stun/Frz- +20% Teleport- +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Unique] Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +25% physical Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +10 (+2 eff.) Fatigue +5% Resists +6% blight +5% physical Phys.save +9 (+3 eff.) Mind.save +14 (+6 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +17% acid +21% physical +16% fire +16% cold Res.pen +15% arcane ----- def ----- Resists +23% acid +18% physical +9% light +18% cold +18% fire +13% all Crit.chn- 15.00% Die.at -84.47 life Disarm- +21% ---------- misc Psi/ret +0.48 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +6% light +15% darkness Mind.save +3 (+2 eff.) Stealth +6 Max.HP +80.00 Stun/Frz- +20% 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 [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Defense +15 (+3 eff.) Resists +22% lightning +6% fire +15% blight HP.reg +4.00 Blind- +20% Stun/Frz- +33% ---------- misc Light +3 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -551 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 551 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 419% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 light, 4 nature, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 21 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. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +16% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 11 light 7 darkness Dmg.mod +10% light +8% darkness On Melee Ret: * 6% chance to reduce damage dealt by 26% * 8% chance to blind ----- def ----- Resists +16% temporal Pinning- +26% Knockbk- +21% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light Melee Ret 2 light ----- def ----- Resists +3% nature Max.HP +24.00 Disarm- +21% Pinning- +23% Knockbk- +22% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +14% acid +33% lightning Res.pen +15% fire +15% physical Melee Ret 10 physical ----- def ----- Armour +10 Resists +28% acid +66% lightning Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +13 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +60.00 HP.reg +7.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +39.00 Disarm- +35% Pinning- +30% Knockbk- +30% Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 144% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) ----- def ----- Disease- +19% Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 129% Range: 1.3x Uses 65% Dex, 85% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Psionic Power 136% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +20 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 18 Phasing +30% Ranged+ +16 blight +8 light +16 arcane On Hit: * Create an explosion dealing 94 fire damage (1/turn) On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Master/Psionic Power 170% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 140% Mag Dmg Void Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +22% mind +12% lightning Res.pen +15% lightning +20% fire ----- def ----- Resists +15% lightning +18% light +22% mind +13% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +12% physical +5% fire +13% cold ----- def ----- Resists +14% acid +17% physical +12% fire +11% cold +13% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: ----- def ----- Resists +10% lightning +10% darkness +12% light +27% blight +7% fire +6% cold +15% all Phys.save +16 (+6 eff.) Spell.save +36 (+12 eff.) Mind.save +20 (+8 eff.) Max.HP +86.00 HP.reg +5.40 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +14% darkness ----- def ----- Defense +2 (+1 eff.) Resists +30% darkness +11% temporal Stealth +11 Def/telep +21 Res/telep +12% Dur/telep +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Con ----- def ----- Armour +7 Fatigue +5% Phys.save +18 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +21 (+8 eff.) Max.HP +50.00 Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 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: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire 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: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee Ret 18 fire ----- def ----- Resists +7% blight +7% fire +5% darkness ---------- misc Light +4 Infravis +4 See.Invis +9 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 31 blight damage or heals 39 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. |
![]() 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 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Layan the Higher Temporal Warden level 35
58th Dusk 124th year of Ascendancy at 22:25 see stats
By Layan the Higher Temporal Warden level 28
44th Regrowth 124th year of Ascendancy at 13:08 see stats
By Layan the Higher Temporal Warden level 33
37th Pyre 124th year of Ascendancy at 04:00 see stats
By Layan the Higher Temporal Warden level 27
34th Regrowth 124th year of Ascendancy at 13:53 see stats
By Layan the Higher Temporal Warden level 40
65th Haze 124th year of Ascendancy at 22:07 see stats
By Layan the Higher Temporal Warden level 40
73rd Haze 124th year of Ascendancy at 12:51 see stats
By Layan the Higher Temporal Warden level 49
26th Dusk 125th year of Ascendancy at 23:32 see stats
By Layan the Higher Temporal Warden level 37
49th Haze 124th year of Ascendancy at 05:37 see stats
By Layan the Higher Temporal Warden level 17
3rd Decay 122nd year of Ascendancy at 16:01 see stats
By Layan the Higher Temporal Warden level 36
66th Dusk 124th year of Ascendancy at 19:28 see stats
By Layan the Higher Temporal Warden level 43
1st Decay 124th year of Ascendancy at 20:29 see stats
By Layan the Higher Temporal Warden level 21
62nd Pyre 123rd year of Ascendancy at 20:04 see stats
By Layan the Higher Temporal Warden level 18
8th Allure 123rd year of Ascendancy at 20:15 see stats
By Layan the Higher Temporal Warden level 28
68th Regrowth 124th year of Ascendancy at 23:48 see stats
By Layan the Higher Temporal Warden level 28
44th Regrowth 124th year of Ascendancy at 16:55 see stats
By Layan the Higher Temporal Warden level 42
74th Haze 124th year of Ascendancy at 02:50 see stats
By Layan the Higher Temporal Warden level 21
62nd Pyre 123rd year of Ascendancy at 04:01 see stats
By Layan the Higher Temporal Warden level 34
55th Pyre 124th year of Ascendancy at 20:11 see stats
By Layan the Higher Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 14:37 see stats
By Layan the Higher Temporal Warden level 20
10th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Layan the Higher Temporal Warden level 30
28th Pyre 124th year of Ascendancy at 23:55 see stats
By Layan the Higher Temporal Warden level 40
65th Haze 124th year of Ascendancy at 14:19 see stats
By Layan the Higher Temporal Warden level 50
39th Dusk 125th year of Ascendancy at 10:47 see stats
By Layan the Higher Temporal Warden level 47
11st Pyre 125th year of Ascendancy at 07:59 see stats
By Layan the Higher Temporal Warden level 21
33rd Pyre 123rd year of Ascendancy at 21:58 see stats
By Layan the Higher Temporal Warden level 48
23rd Dusk 125th year of Ascendancy at 15:00 see stats
By Layan the Higher Temporal Warden level 37
67th Dusk 124th year of Ascendancy at 16:49 see stats
By Layan the Higher Temporal Warden level 37
67th Dusk 124th year of Ascendancy at 01:38 see stats
By Layan the Higher Temporal Warden level 47
11st Pyre 125th year of Ascendancy at 04:48 see stats
By Layan the Higher Temporal Warden level 47
9th Pyre 125th year of Ascendancy at 20:56 see stats
By Layan the Higher Temporal Warden level 20
32nd Regrowth 123rd year of Ascendancy at 14:45 see stats
By Layan the Higher Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 06:02 see stats
By Layan the Higher Temporal Warden level 28
44th Regrowth 124th year of Ascendancy at 13:08 see stats
By Layan the Higher Temporal Warden level 20
4th Pyre 123rd year of Ascendancy at 09:36 see stats
By Layan the Higher Temporal Warden level 26
71st Haze 123rd year of Ascendancy at 03:59 see stats
By Layan the Higher Temporal Warden level 43
3rd Regrowth 125th year of Ascendancy at 20:36 see stats
By Layan the Higher Temporal Warden level 20
3rd Pyre 123rd year of Ascendancy at 13:37 see stats
By Layan the Higher Temporal Warden level 28
43rd Regrowth 124th year of Ascendancy at 21:57 see stats
By Layan the Higher Temporal Warden level 18
6th Allure 123rd year of Ascendancy at 21:02 see stats
By Layan the Higher Temporal Warden level 31
35th Pyre 124th year of Ascendancy at 15:11 see stats
By Layan the Higher Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 01:56 see stats
Log
You gain 2.06 gold from the transmogrification of blink rune (range 6; phase 21; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 21%; magical; dur 4; cd 11).
You gain 1.46 gold from the transmogrification of regeneration infusion (heal 323; 14 cd).
There is a nearly collapsed hidden vault here (press '' or right click to use).
Saving game...
Resting starts...
Layan retunes the fabric of spacetime.
Talent Seal Fate is ready to use.
Layan stops spinning fate.
Layan stops weaving fate.
Talent Webs of Fate is ready to use.
Layan slows down.
Layan is no longer out of phase.
Talent Dimensional Step is ready to use.
Talent Infusion: Movement is ready to use.
Talent Wormhole is ready to use.
Talent Guardian Unity is ready to use.
Talent Rune: Dissipation is ready to use.
Talent Invigorate is ready to use.
Talent Thread Walk is ready to use.
Talent Time Shield is ready to use.
Talent Wrath of the Highborn is ready to use.
Talent Contingency is ready to use.
Talent Haste is ready to use.
Talent Highborn's Bloom is ready to use.
Rested for 45 turns (stop reason: all resources and life at maximum).
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Saving done.