









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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 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: 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 Roguelike |
Sex | Female |
Race | Halfling |
Class | Brawler |
Level / Exp | 30 / 34% |
Size | small |
Lifes / Deaths | Killed by The Divine Writhing Mass at level 30 on the 40th Pyre 123rd year of Ascendancy at 04:43 / 1 |
Primary Stats
Strength | 44 (base 25) |
Dexterity | 61 (base 53) |
Constitution | 44 (base 13) |
Magic | 15 (base 10) |
Willpower | 33 (base 10) |
Cunning | 69 (base 48) |
Resources
Life | -272/865 |
Stamina | 177/264 |
Healing Factor | 1.3955007465519 |
Regeneration | 6.9077286954319 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +45% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 38.594739025712 |
See Invisible | 38.594739025712 |
Offense: Barehand
Damage | 87 |
Accuracy | 52 |
Crit Chance | 22% |
APR | 6 |
Speed | 0.70 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 20% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 24% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +4% |
Mind | +12% |
Physical | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 35 (51.69962066283%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 35 |
Mental Save | 24 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 26%( 70%) |
Physical | + 27%( 70%) |
Cold | + 48%( 70%) |
All | 0%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 23%( 70%) |
Fire | + 45%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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 physical effect and reduce all damage taken by 25% for 4 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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
Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 Shardskin. * 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 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 157. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. 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 minotaur nose. * You've found the needed pouch of bone giant dust. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Melee+ 11 acid 8 physical Dmg.mod +4% acid +4% physical On Hit (Melee): * 10% chance to slow global speed by 52% On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 9 * 23% chance to reduce damage dealt by 21% ----- def ----- Armour +9 Resists +6% acid +6% blight HP.reg +1.70 ---------- misc Stam/turn +0.80 Psi/turn +0.14 Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +8 physical On Crit.r2 +8 acid +11 physical On Hit: 10% Sand Breath 3 On Hit: 10% Corrosive Breath 3 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +3% Resists +16% lightning +23% temporal A cap made of leather. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Res.pen +25% fire ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 34.32 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 8 fire Ranged+ 7 fire Apr +3 ----- def ----- Armour +19 Defense +20 (+5 eff.) Fatigue +8% Resists +27% physical +39% fire Phys.save +3 (+1 eff.) Die.at -20.00 life A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +5% physical ----- def ----- Die.at -80.00 life ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% physical Melee Ret 6 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% acid +6% fire +7% lightning +8% cold ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
![]() 0.1 infusion scroll [Ego] 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 268 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 52% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil ----- def ----- Resists +6% acid +4% physical Die.at -80.00 life HP.reg +2.00 Heal.mod +15% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Mag +4 Con dps ---------- Dmg.mod +12% lightning Res.pen +5% nature On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +24% lightning Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+2 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Res.pen +10% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Silence- +26% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +14% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +28% light +6% darkness Crit.chn- 5.00% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.05 cold and 12.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Fatigue -6% Resists +28% fire ---------- misc Max.enc +29 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +11 (+8 eff.) Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +13.00% Spell.pwr +12 (+8 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +15.00% Spell.pwr +12 (+8 eff.) Dmg.mod +25% darkness ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 40.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+8 eff.) S.pwr/crit +3 Dmg.mod +25% darkness ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Dex +12 Wil +7 Con dps ---------- Phys.spd +10% Acc +19 (+6 eff.) ----- def ----- Max.HP +82.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 102.07 fire damage, and flames will be left dealing a further 23.59 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +21 blight On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 9 While equipped: Stats +13 Str dps ---------- Dmg.mod +13% physical Acc +7 (+2 eff.) ----- def ----- Disease- +22% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 186% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +8 blight While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +25 (+6 eff.) Resists +15% cold Spell.save +15 (+7 eff.) Max.HP +80.00 Pinning- +20% Massive two-handed mauls. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 161% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +25% nature ----- def ----- Armour +10 Resists +6% blight +6% darkness +6% lightning Max.HP +100.00 Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) ----- def ----- Disease- +28% Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +22 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 9 While equipped: ----- def ----- Disease- +19% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical 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 T4 dagger 1H weapon [Ego] Arcane Power 132% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 141% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +73 fire While equipped: dps ---------- All.spd +1% Res.pen +14% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 16 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +18% cold Res.pen +9% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +17 fire While equipped: Stats +2 Cun ----- def ----- Resists +5% arcane +6% fire Confus- +20% Pinning- +20% Knockbk- +20% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +10.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 52% * 8% chance to reduce armor by 19% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ---------- misc Talents +1 Attune Mindstar 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 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight On Hit: * 20% chance to reduce armor by 19% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 12 darkness 14 mind Dmg.mod +10% mind +10% darkness Res.pen +20% blight +25% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 * 20% chance to reduce armor by 19% ----- def ----- Resists +3% blight ---------- misc Talents +1 Attune Mindstar 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. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +15 fire While equipped: dps ---------- Dmg.mod +15% fire Melee Ret 4 blight ----- def ----- Resists +5% arcane +18% fire Phys.save +6 (+3 eff.) Heal.mod +20% Disarm- +20% Pinning- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 arrow ammo [Ego+] Arcane/Master Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +14 Crit +2.5% Capacity 23 On Hit: * Create an explosion dealing 18 lightning damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 184% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 23 Ranged+ +8 acid +8 mind +8 lightning On Hit.r1 +20 lightning +20 mind On Crit.r2 +16 mind On Hit: * 20% chance to reduce all saves and defense by 25 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Wil +3 Mag dps ---------- Spell.crit +9% Phys.pwr +5 (+1 eff.) Spell.pwr +24 (+14 eff.) Dmg.mod +27% temporal +18% physical Res.pen +17% temporal +16% physical ----- def ----- Defense +5 (+1 eff.) Resists +6% blight +3% fire +11% all Phys.save +3 (+1 eff.) Anom.red +21 Knockbk- +10% ---------- misc Mana/turn +0.12 Max.mana +59.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% cold On Melee Ret: * 5% chance to slow global speed by 52% * 6 arcane resource burn ----- def ----- Resists +13% all +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +14% lightning +11% physical +25% cold ----- def ----- Resists +11% lightning +9% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Resists +8% acid +7% cold Max.HP +32.00 HP.reg +4.40 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 12 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +15% acid +15% fire A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +20% acid Max.HP +84.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +40.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 17 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +21 Fatigue +14% Resists +22% acid +18% fire Phys.save +9 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% nature +14% blight D.Red.from +10% Unnatural A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Res.pen +5% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +29 Fatigue +22% Resists +22% acid +11% physical +17% darkness +6% blight +10% cold +5% arcane +9% nature ---------- misc Light +1 Breathe water 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 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +21% cold Mind.save +15 (+8 eff.) A suit of armour made of metal plates. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +4 (+1 eff.) Res.pen +5% arcane ----- def ----- Resists +6% fire Spell.save +12 (+6 eff.) ---------- misc Vim/s.crit +1.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +16% darkness Res.pen +5% darkness Acc +19 (+6 eff.) Melee Ret 6 arcane On Melee Ret: * 34% chance to reduce strength, dexterity, and constitution by 9 * 23% chance to reduce damage dealt by 21% ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +17% darkness +9% nature +5% arcane Phys.save +8 (+4 eff.) Stealth +11 Max.HP +113.00 ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid Melee Ret 8 acid ----- def ----- Armour +1 Resists +6% lightning +6% fire +6% light +6% cold A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 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." |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Lck +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Mov.spd +25% Dmg.mod +3% nature Apr +6 ----- def ----- Armour +3 Resists +9% nature +12% lightning Stealth +7 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+17 eff.) S.pwr/crit +8 Dmg.mod +24% blight +9% cold +15% arcane Res.pen +10% cold ----- def ----- Armour +5 Fatigue -7% Phys.save +15 (+7 eff.) ---------- misc Max.enc +49 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Acc +10 (+3 eff.) Apr +2 Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +7 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +10% blight ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +4% Phys.save +11 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +18 (+9 eff.) ---------- misc Psi/ret +0.08 Max.hate +2.00 Max.psi +30.00 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was corrupted by the digestive sack. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 152.33 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +7 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +1 Mag +5 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +19% arcane ----- def ----- Defense +3 (+0 eff.) ---------- misc Psi/turn +0.23 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+2 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 25.39 fire and 26.40 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (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] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By guided the Halfling Brawler level 24
32nd Regrowth 123rd year of Ascendancy at 23:56 see stats
By guided the Halfling Brawler level 15
49th Haze 122nd year of Ascendancy at 14:44 see stats
By guided the Halfling Brawler level 20
20th Regrowth 123rd year of Ascendancy at 02:09 see stats
By guided the Halfling Brawler level 25
46th Regrowth 123rd year of Ascendancy at 12:36 see stats
By guided the Halfling Brawler level 24
33rd Regrowth 123rd year of Ascendancy at 00:18 see stats
By guided the Halfling Brawler level 10
7th Haze 122nd year of Ascendancy at 01:05 see stats
By guided the Halfling Brawler level 20
18th Regrowth 123rd year of Ascendancy at 12:31 see stats
By guided the Halfling Brawler level 30
26th Pyre 123rd year of Ascendancy at 00:49 see stats
By guided the Halfling Brawler level 24
32nd Regrowth 123rd year of Ascendancy at 23:56 see stats
By guided the Halfling Brawler level 18
5th Regrowth 123rd year of Ascendancy at 23:49 see stats
By guided the Halfling Brawler level 7
78th Pyre 122nd year of Ascendancy at 21:17 see stats
By guided the Halfling Brawler level 24
32nd Regrowth 123rd year of Ascendancy at 23:56 see stats
By guided the Halfling Brawler level 7
4th Dusk 122nd year of Ascendancy at 02:10 see stats
By guided the Halfling Brawler level 26
74th Regrowth 123rd year of Ascendancy at 06:54 see stats
By guided the Halfling Brawler level 25
46th Regrowth 123rd year of Ascendancy at 06:13 see stats
By guided the Halfling Brawler level 17
5th Regrowth 123rd year of Ascendancy at 18:09 see stats
Log
The Divine Writhing Mass is less impervious to physical effects.
The Divine Writhing Mass casts Dark Whispers.
Dark Whispers from The Divine Writhing Mass hits guided for (22 flat reduction), 120 darkness (120 total damage).
The Divine Writhing Mass receives 1 healing (1 psi heal).
Guided is no longer sleeping.
A shield forms around Malyu.
Corrupted protoplasmic controller's Acidfire cloud hits guided for (22 flat reduction), 14 acid (14 total damage).
Corrupted protoplasmic controller's Acidfire cloud hits Malyu for (42 absorbed), 0 acid (0 total damage).
Guided throws two quick punches.
guided performs a melee critical strike against The Divine Writhing Mass!
guided performs a melee critical strike against The Divine Writhing Mass!
The Divine Writhing Mass become impervious to physical effects.
The Divine Writhing Mass slows down.
The Divine Writhing Mass converts some damage to Psi!
guided hits The Divine Writhing Mass for 4 to psi, 11 physical, 0 to psi, 1 physical, 0 acid, 0 to psi, 1 fire, 0 to psi, 1 physical, 0 to psi, 1 physical, 0 acid, 4 to psi, 11 physical, 0 to psi, 1 physical, 0 acid, 0 to psi, 1 fire, 0 to psi, 1 physical, 0 to psi, 1 physical, 0 acid (41 total damage).
Dark Whispers from The Divine Writhing Mass hits Malyu for (30 absorbed), 0 darkness (0 total damage).
Corrupted protoplasmic controller's Acidfire cloud hits guided for (22 flat reduction), 14 acid (14 total damage).
Corrupted protoplasmic controller's Acidfire cloud hits Malyu for (42 absorbed), 0 acid (0 total damage).
Dark Whispers from The Divine Writhing Mass hits guided for (22 flat reduction), 55 darkness (55 total damage).
The Divine Writhing Mass receives 2 healing (1 psi heal).
The Divine Writhing Mass casts Terminus.
The Divine Writhing Mass's spell attains critical power!
Guided regains their strength.
The shield around Malyu crumbles.
Malyu regains their strength.
The Divine Writhing Mass uses Mind Sear.
The Divine Writhing Mass hits guided for (22 flat reduction), 178 temporal, (22 flat reduction), 246 temporal, (22 flat reduction), 197 mind (621 total damage).
The Divine Writhing Mass hits Malyu for (46 absorbed), 131 temporal, 417 temporal (548 total damage).
guided the level 30 halfling brawler was psyched to death by The Divine Writhing Mass on level 1 of The Godfeaster.