
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/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: Select your Escorts 1.6.0Allows 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 1.6.7Official 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 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. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 31 / 68% |
Size | medium |
Lifes / Deaths | Killed by Gloriba the crimson crystal at level 14 on the 9th Dusk 122nd year of Ascendancy at 01:42 0 / 7Killed by Adynor the gigantic gravity worm at level 20 on the 49th Regrowth 123rd year of Ascendancy at 23:05 Killed by Lisegath the hornet swarm at level 21 on the 58th Regrowth 123rd year of Ascendancy at 02:46 Killed by Adomira the giant lightning ant at level 22 on the 60th Regrowth 123rd year of Ascendancy at 20:49 Killed by Emelonor the bone giant at level 29 on the 45th Pyre 123rd year of Ascendancy at 12:18 Killed by Xoma the storm drake hatchling at level 30 on the 53rd Pyre 123rd year of Ascendancy at 15:19 Killed by herald of oblivion at level 31 on the 71st Pyre 123rd year of Ascendancy at 22:44 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 59 (base 31) |
Constitution | 18 (base 10) |
Magic | 79 (base 60) |
Willpower | 12 (base 10) |
Cunning | 48 (base 44) |
Resources
Life | -267/558 |
Insanity | 39/100 |
Healing Factor | 1.063829787234 |
Regeneration | 6.6489361702125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +18.14632841257% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 15 |
Offense: Mainhand
Damage | 39 |
Accuracy | 36 |
Crit Chance | 34% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 36 |
Crit Chance | 41% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 63% |
Speed | 0.84640802082988 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +73% |
Temporal | +33% |
Acid | +21% |
Physical | +18% |
Fire | +36% |
All | +15% |
Offense: Damage Penetration
Lightning | +40% |
Acid | +50% |
Nature | +40% |
Temporal | +50% |
Darkness | +60% |
Physical | +40% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 41.271441755201 (63.720930232558%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 39 |
Mental Save | 53 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Darkness | + 8%( 70%) |
Temporal | + 8%( 70%) |
Lightning | + 3%( 70%) |
Mind | + 6%( 70%) |
Fire | + 21%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 29% |
Confusion Resistance | 10% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 16% |
Inscriptions (3/3)
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 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Revelation |
talent | Chant of Fortitude |
talent | Twofold Curse |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Grand Oration |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 26.90 damage per turn. Entropic Wasting |
detrimental effect | Reduces global action speed by 50%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases spell critical chance by 4%. At 5 stacks, next Nether spell is empowered. 2 Halo of Ruin |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
beneficial effect | Increases spellcast speed by 18%. 9 Temporal Feast |
beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 20% chance to avoid all damage. 10 Jinx |
detrimental effect | The target has 2 reduced saves and defense, and 2% reduced critical chance. 2 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 fire 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * '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.' Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of fire wyrm saliva. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within7 lumberjacks have died. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +5% lightning +10% darkness ----- def ----- Armour +1 Resists +5% fire +11% cold A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% acid ----- def ----- Defense +5 (+1 eff.) Resists +3% acid Max.HP +61.00 Teleport- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Mind.pwr +3 (+1 eff.) Apr +2 ----- def ----- Armour +13 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Dmg.mod +12% fire Res.pen +15% nature +10% fire ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +15 Reveal the area around you, dispelling darkness (radius 10, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +13 Dex ----- def ----- Crit.dmg- 15.00% HP.reg +4.00 Stun/Frz- +29% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% acid Res.pen +15% physical ----- def ----- Resists +8% nature +7% blight Die.at -40.00 life Poison- +16% Disease- +14% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Dex +6 Mag +2 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Phys.save +6 (+2 eff.) Max.HP +32.00 HP.reg +2.00 ---------- misc Infravis +2 Amulets can have magical properties. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex dps ---------- Spell.crit +26% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Defense +10 (+2 eff.) Phys.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% physical +9% fire Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Defense +20 (+4 eff.) Resists +3% lightning Mind.save +6 (+2 eff.) Die.at -40.00 life A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +27 (+5 eff.) Resists +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Rare] Psionic While equipped: Stats +8 Str dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Armour +4 Defense +31 (+6 eff.) Fatigue +7% Resists +6% mind +5% arcane Phys.save +6 (+2 eff.) Mind.save +13 (+5 eff.) Die.at -80.00 life A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 976% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (85% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 495 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 [Ego] Arcane When inscribed on your body: Level 1.0 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 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +3 Mag dps ---------- Phys.crit +1.0% Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Resists +3% fire Phys.save +6 (+2 eff.) Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Resists +11% mind Phys.save +22 (+7 eff.) Spell.save +26 (+9 eff.) Mind.save +26 (+8 eff.) Confus- +21% ---------- misc Mana/turn +0.12 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) Melee Ret 10 fire ----- def ----- Resists +18% cold +9% fire +9% nature +5% arcane Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +5% fire ----- def ----- Resists +22% nature +9% darkness Mind.save +3 (+1 eff.) Disarm- +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% arcane +15% temporal Res.pen +10% fire Acc +10 (+4 eff.) Apr +8 Melee Ret 4 arcane ----- def ----- Defense +11 (+2 eff.) Resists +5% arcane +15% temporal Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +15% cold Acc +6 (+3 eff.) ----- def ----- Crit.dmg- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+4 eff.) ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Psionic Power 139% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 95 damage While equipped: dps ---------- Dmg.mod +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 139% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +13% physical Acc +13 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+7 eff.) Res.pen +11% physical Acc +14 (+5 eff.) Apr +8 Sharp, short and deadly. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +23.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +3% fire ----- def ----- Defense +7 (+1 eff.) Resists +3% light +3% temporal ---------- misc Light +2 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 80.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +27.00% Spell.pwr +16 (+5 eff.) Melee+ 17 fire Dmg.mod +25% darkness ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +15 (+5 eff.) Dmg.mod +30% fire ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +15 (+6 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% temporal +5% arcane +3% light Max.HP +32.00 Heal.mod +5% Teleport- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 temporal ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% temporal +23% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+13 eff.) Dmg.mod +9% darkness ----- def ----- Defense +6 (+1 eff.) Resists +12% light +12% fire Stealth +5 Die.at -20.00 life 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 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Crit.dmg- 15.00% Mind.save +3 (+1 eff.) Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% 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 cloak armor [Cosmetic Item] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% acid +14% physical +11% cold +18% temporal +16% fire Res.pen +9% temporal +9% physical ----- def ----- Resists +12% acid +10% physical +14% fire +15% cold +13% all Anom.red +11 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +12% lightning +10% physical +15% blight +11% cold ----- def ----- Resists +7% lightning +8% cold +15% blight +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +3 (+2 eff.) Res.pen +20% darkness Apr +5 Melee Ret 6 blight ----- def ----- Armour +1 Spell.save +3 (+1 eff.) A pair of boots made of leather. |
![]() 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. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Wil +4 Mag dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Dmg.mod +6% arcane Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 4 cold 4 lightning Acc +13 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 116% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +12.0% Atk.spd 83% Melee+ +7 ice +10 fire +9 acid +6 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 9 blight Dmg.mod +6% blight +4% arcane ----- def ----- Armour +3 Resists +6% blight Unarmed combat: Power 133% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +9 blight +10 arcane On Hit: 20% Soul Rot 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego+] Master While equipped: Stats +6 Str +2 Dex +3 Cun dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 127% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag ----- def ----- Armour +2 Fatigue +3% Resists +8% light +5% darkness ---------- misc Infravis +1 Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +18 light +28 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 113.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +2 Wil +8 Con dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Mind.save +8 (+3 eff.) ---------- misc Max.stam +20.00 Light +1 A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +5% Phys.save +6 (+2 eff.) Max.HP +54.00 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +17 (+3 eff.) Fatigue +8% Resists +17% acid A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +16% blight +15% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +35.00 HP.reg +6.60 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +19% fire Max.HP +46.00 HP.reg +7.80 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 7 fire ----- def ----- Armour +21 Defense +12 (+2 eff.) Fatigue +8% Resists +6% acid +9% cold +18% fire +14% physical ---------- misc Breathe water A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Nature When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +148 Melee+ +14 cold On Hit: * 15% chance to reduce armor by 37% While equipped: Stats +2 Wil dps ---------- Melee+ 7 acid On shield block: * Deals 81 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 10 acid ----- def ----- Armour +8 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 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. |
![]() 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 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. |
![]() 3.0 T4 shot ammo [Ego++] Master Power 158% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +20.5% Capacity 24 On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce armor by 37% ----- def ----- Armour +6 Defense +30 (+6 eff.) Resists +3% blight Crit.dmg- 10.00% Spell.save +6 (+2 eff.) Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to heal for 50. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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 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. |
Achievements
By cultistofentropy the Cornac Cultist of Entropy level 27
31st Pyre 123rd year of Ascendancy at 06:41 see stats
By cultistofentropy the Cornac Cultist of Entropy level 13
9th Flare 122nd year of Ascendancy at 04:03 see stats
By cultistofentropy the Cornac Cultist of Entropy level 23
64th Regrowth 123rd year of Ascendancy at 05:05 see stats
By cultistofentropy the Cornac Cultist of Entropy level 31
57th Pyre 123rd year of Ascendancy at 21:45 see stats
By cultistofentropy the Cornac Cultist of Entropy level 10
2nd Mirth 122nd year of Ascendancy at 12:06 see stats
By cultistofentropy the Cornac Cultist of Entropy level 20
49th Regrowth 123rd year of Ascendancy at 15:47 see stats
By cultistofentropy the Cornac Cultist of Entropy level 30
46th Pyre 123rd year of Ascendancy at 02:12 see stats
By cultistofentropy the Cornac Cultist of Entropy level 19
10th Regrowth 123rd year of Ascendancy at 03:43 see stats
By cultistofentropy the Cornac Cultist of Entropy level 24
64th Regrowth 123rd year of Ascendancy at 18:22 see stats
By cultistofentropy the Cornac Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 03:32 see stats
By cultistofentropy the Cornac Cultist of Entropy level 25
2nd Pyre 123rd year of Ascendancy at 16:44 see stats
By cultistofentropy the Cornac Cultist of Entropy level 30
52nd Pyre 123rd year of Ascendancy at 13:35 see stats
By cultistofentropy the Cornac Cultist of Entropy level 25
2nd Pyre 123rd year of Ascendancy at 09:56 see stats
By cultistofentropy the Cornac Cultist of Entropy level 23
61st Regrowth 123rd year of Ascendancy at 11:23 see stats
By cultistofentropy the Cornac Cultist of Entropy level 16
11st Dusk 122nd year of Ascendancy at 17:37 see stats
Log
Talent Dark Whispers is ready to use.
Talent Essence Reave is ready to use.
Herald of oblivion speeds up.
Celia leeches life from Herald of oblivion!
Celia receives 2 healing from Herald of oblivion.
Poison from Celia hits Herald of oblivion for 7 nature damage.
Void skitterer shrugs off the effect 'Frozen'!
Celia leeches life from Void skitterer!
Celia receives 27 healing from Void skitterer.
Celia hits Void skitterer for 104 cold damage.
Celia casts Consume Soul.
Forgery of Haze (Celia) casts Rune: Shatter Afflictions.
Forgery of Haze (Celia) recovers sight.
Forgery of Haze (Celia) is free from the acid.
A shield forms around Forgery of Haze (Celia).
Celia receives 263 healing.
Something hits cultistofentropy for 210 teleported, 7 teleported (217 total damage).
cultistofentropy the level 31 cornac cultist of entropy was battered to death by a herald of oblivion on level 2 of Last Hope Graveyard.
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Cultistofentropy deactivates Jinxed Touch.
Cultistofentropy deactivates Void Stars.
Cultistofentropy deactivates Twofold Curse.
Cultistofentropy deactivates Chaos Orbs.
Cultistofentropy deactivates Chant of Fortitude.
Cultistofentropy deactivates Revelation.
Cultistofentropy deactivates Grand Oration.
Cultistofentropy deactivates Power Overwhelming.
Cultistofentropy is no longer surging arcane power.
Cultistofentropy deactivates Atrophy.
Cultistofentropy speeds up.