











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 38 / 78% |
Size | medium |
Lifes / Deaths | Killed by Cyrodarin the snow giant at level 23 on the 42nd Haze 122nd year of Ascendancy at 03:05 6 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 89 (base 60) |
Constitution | 48 (base 25) |
Magic | 72 (base 60) |
Willpower | 42 (base 19) |
Cunning | 38 (base 10) |
Resources
Life | 903/903 |
Mana | 0/454 |
Paradox | 290 |
Healing Factor | 1.2678383355185 |
Regeneration | 11.727504603546 |
Speed
Mental | 0% |
Attack | -1.498801083244E-11% |
Movement | +56.80425806594% |
Spell | -1.498801083244E-11% |
Global | +99.999999999999% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 29.663581057905 |
See Invisible | 32.663581057905 |
Offense: Mainhand
Damage | 104 |
Accuracy | 70 |
Crit Chance | 39% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 26% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 44% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +14% |
Cold | +6% |
All | 0% |
Lightning | +21% |
Temporal | +44% |
Physical | +25% |
Fire | +15% |
Mind | +6% |
Offense: Damage Penetration
Physical | +66% |
Lightning | +40% |
Temporal | +39% |
All | +25% |
Defense: Base
Armour (hardiness) | 40 (64.007671158813%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 46 |
Mental Save | 51 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 39%( 70%) |
All | + 33%( 70%) |
Darkness | + 43%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 37%( 70%) |
Mind | + 62%( 70%) |
Fire | + 38%( 70%) |
Lightning | + 45%( 70%) |
Defense: Immunities
Disarm Resistance | 48% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Stun Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Secrets of the Eternals |
talent | Contingency |
talent | Premonition |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | The target is moving is 36% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Araba the stone troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by black jelly. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Silelrarin the orc warrior. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Aletta Soultorn. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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: 782. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +8 Wil +4 Cun +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% cold Res.pen +21% physical Acc +10 (+2 eff.) Apr +4 ----- def ----- Armour +12 Fatigue +3% Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 158% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Rld cld 3 Ranged+ +29 physical +16 fire On Crit.r2 +20 acid +12 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil +2 Con dps ---------- Phys.crit +2.0% Apr +1 ----- def ----- Crit.chn- 5.00% Die.at -60.00 life ---------- misc Light +5 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 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 33% * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +15% mind +5% all Phys.save +10 (+3 eff.) A cap made of leather. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +15% mind Crit.chn- 15.00% Cut- +20% Confus- +20% Sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning Acc +16 (+4 eff.) Apr +8 Melee Ret 2 lightning ----- def ----- Defense +7 (+1 eff.) Resists +6% lightning +3% cold Blind- +24% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 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 make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Apr +2 ----- def ----- Armour +2 Defense +25 (+5 eff.) HP.reg +2.00 Stun/Frz- +22% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Phys.crit +17.0% Mind.crit +18% On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +12% temporal +8% fire +5% arcane +7% cold A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Random Unique] Arcane/Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +6 Dex dps ---------- Dmg.mod +18% lightning +17% physical +15% fire +21% temporal Res.pen +20% physical +14% temporal On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% blight ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil +6 Con dps ---------- Melee+ 9 physical Dmg.mod +8% physical ----- def ----- Armour +10 Fatigue +5% Resists +6% lightning Phys.save +20 (+6 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 Disarm- +48% Stun/Frz- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil +4 Mag dps ---------- Spell.crit +4% Mind.crit +10% Crit.mult +5.00% Spell.pwr +6 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +14% arcane +17% temporal ----- def ----- Resists +6% acid +14% mind +15% darkness +13% all Phys.save +14 (+4 eff.) Spell.save +18 (+6 eff.) Mind.save +51 (+15 eff.) ---------- misc Max.mana +49.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +5 Wil +1 Cun dps ---------- Spell.crit +6% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning Spell.save +7 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +8 Cun +6 Con dps ---------- Mind.pwr +30 (+10 eff.) Mov.spd +10% Dmg.mod +6% temporal ----- def ----- Fatigue -7% Resists +9% temporal Crit.chn- 15.00% HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% 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 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 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 774% 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 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 magical and physical effect and reduce all damage taken by 34% 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 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 mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 13 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 2 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 magical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 magical and physical effect and reduce all damage taken by 22% for 4 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 99 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid Res.pen +15% light Melee Ret 10 darkness ----- def ----- Resists +6% light +18% acid ---------- misc Light +3 Masteries +0.28 Chronomancy/Threaded Combat Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +5% blight ----- def ----- Resists +14% lightning +12% cold +9% blight +12% fire Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +13% ---------- misc Stam/turn +0.60 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +30% mind Acc +14 (+3 eff.) Melee Ret 8 arcane ----- def ----- Mind.save +9 (+3 eff.) Silence- +20% ---------- misc Max.psi +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +5 Wil dps ---------- Mind.crit +8% Acc +14 (+3 eff.) ----- def ----- Defense +20 (+4 eff.) Resists +6% acid +18% fire +5% arcane Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Defense +15 (+3 eff.) Resists +6% blight +6% fire +6% nature Die.at -80.00 life Poison- +11% Disease- +11% 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 3 tidal wave that expands slowly over 7 turns, dealing 14.38 cold and 16.96 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 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +12 (+4 eff.) ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Master/Psionic Power 142% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 mind On Hit: * 22% chance to reduce all saves and defense by 30 While equipped: Stats +5 Wil +4 Cun +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +5% darkness +9% physical Acc +13 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Resists +5% arcane Crit.chn- 15.00% Spell.save +9 (+3 eff.) Heal.mod +20% Disarm- +54% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 117% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +7 Wil +7 Con dps ---------- Phys.crit +6.0% Dmg.mod +12% darkness Apr +1 ----- def ----- Max.HP +34.00 ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
![]() 4.0 T2 sling 1H weapon [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +3 Str +6 Wil +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +7 (+3 eff.) Dmg.mod +9% physical Acc +6 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Max.HP +25.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 144% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +8 physical While equipped: Stats +10 Str +5 Dex +9 Wil +12 Con dps ---------- Crit.mult +15.00% Phys.spd +10% Dmg.mod +9% physical Acc +27 (+7 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Max.HP +36.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 120% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Wil +9 Con dps ---------- Spell.crit +3% Phys.pwr +20 (+7 eff.) Dmg.mod +18% blight +12% physical ----- def ----- Spell.save +9 (+3 eff.) Max.HP +50.00 ---------- misc Max.mana +80.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) HP.reg +1.40 Heal.mod +15% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Dmg.mod +3% lightning +3% physical ----- def ----- Armour +8 Defense +16 (+3 eff.) Resists +3% temporal Phys.save +12 (+4 eff.) Spell.save +17 (+5 eff.) Mind.save +19 (+6 eff.) Disease- +20% 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 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +3 (+1 eff.) Mind.pwr +7 (+2 eff.) S.pwr/crit +10 Dmg.mod +3% blight +8% physical Res.pen +15% cold ----- def ----- Armour +3 Resists +8% fire +7% cold ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% physical ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +10% blight +7% fire +2% physical +14% cold ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. It was hardened by the digestive sack. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Con dps ---------- Phys.pwr +12 (+4 eff.) Melee+ 12 temporal Ranged+ 13 temporal Dmg.mod +6% blight +6% temporal +9% arcane Res.pen +15% blight +15% arcane ----- def ----- Armour +19 Hardiness +7% Resists +5% physical +5% arcane +10% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +9 Wil ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +12% fire +5% arcane +10% cold Mind.save +8 (+2 eff.) Max.HP +40.00 Heal.mod +15% Disarm- +20% A cap made of leather. |
![]() 3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 137% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 16 Proj.spd +200% Ranged+ +16 light +14 physical On Hit.r1 +8 light On Crit.r2 +4 acid On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 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 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 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Resists +6% darkness +6% temporal ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +6.0% Crit.mult +12.00% Phys.pwr +12 (+4 eff.) Mov.spd +10% Dmg.mod +6% nature Apr +5 ----- def ----- Resists +11% nature ---------- misc Stam/turn +1.00 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +3 Con dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Light +3 See.Stealth +9 See.Invis +21 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee Ret 8 acid On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +5% arcane +3% all Spell.save +14 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +51.00 ---------- misc Light +4 See.Stealth +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Mag +7 Cun +2 Con dps ---------- Dmg.mod +12% cold Res.pen +10% mind +25% cold ---------- misc Infravis +2 Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 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 lululu the Shalore Temporal Warden level 26
46th Haze 122nd year of Ascendancy at 05:40 see stats
By lululu the Shalore Temporal Warden level 35
19th Dusk 123rd year of Ascendancy at 02:41 see stats
By lululu the Shalore Temporal Warden level 35
15th Dusk 123rd year of Ascendancy at 06:01 see stats
By lululu the Shalore Temporal Warden level 19
69th Dusk 122nd year of Ascendancy at 10:39 see stats
By lululu the Shalore Temporal Warden level 37
29th Dusk 123rd year of Ascendancy at 23:17 see stats
By lululu the Shalore Temporal Warden level 30
30th Pyre 123rd year of Ascendancy at 11:09 see stats
By lululu the Shalore Temporal Warden level 21
3rd Haze 122nd year of Ascendancy at 06:58 see stats
By lululu the Shalore Temporal Warden level 32
44th Pyre 123rd year of Ascendancy at 13:59 see stats
By lululu the Shalore Temporal Warden level 25
44th Haze 122nd year of Ascendancy at 09:20 see stats
By lululu the Shalore Temporal Warden level 30
6th Pyre 123rd year of Ascendancy at 13:06 see stats
By lululu the Shalore Temporal Warden level 25
44th Haze 122nd year of Ascendancy at 09:57 see stats
By lululu the Shalore Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 12:46 see stats
By lululu the Shalore Temporal Warden level 20
79th Dusk 122nd year of Ascendancy at 05:32 see stats
By lululu the Shalore Temporal Warden level 30
6th Pyre 123rd year of Ascendancy at 09:23 see stats
By lululu the Shalore Temporal Warden level 26
75th Haze 122nd year of Ascendancy at 10:26 see stats
By lululu the Shalore Temporal Warden level 38
30th Dusk 123rd year of Ascendancy at 03:50 see stats
By lululu the Shalore Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 07:20 see stats
By lululu the Shalore Temporal Warden level 29
4th Pyre 123rd year of Ascendancy at 18:22 see stats
By lululu the Shalore Temporal Warden level 33
4th Flare 123rd year of Ascendancy at 16:52 see stats
By lululu the Shalore Temporal Warden level 12
6th Dusk 122nd year of Ascendancy at 08:37 see stats
By lululu the Shalore Temporal Warden level 33
4th Flare 123rd year of Ascendancy at 01:25 see stats
By lululu the Shalore Temporal Warden level 21
3rd Haze 122nd year of Ascendancy at 01:17 see stats
By lululu the Shalore Temporal Warden level 15
34th Dusk 122nd year of Ascendancy at 09:47 see stats
By lululu the Shalore Temporal Warden level 34
14th Dusk 123rd year of Ascendancy at 04:16 see stats
By lululu the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 15:10 see stats
Log
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (135% power, 2 apr).
You gain 7.54 gold from the transmogrification of blazebringer's stralite battleaxe of disruption (152% power, 3 apr).
You gain 5.37 gold from the transmogrification of balanced steel battleaxe of phasing (120% power, 15 apr).
You gain 6.82 gold from the transmogrification of mule's stralite ring of luminosity.
You gain 0.25 gold from the transmogrification of gold ring.
You gain 20.72 gold from the transmogrification of Blazereaper the stralite ring.
You gain 0.59 gold from the transmogrification of teleportation rune (range 63; cd 11).
You gain 1.47 gold from the transmogrification of shielding rune (absorb 158; dur 5; cd 17).
You gain 1.30 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 143; cd 13).
You gain 0.60 gold from the transmogrification of manasurge rune (regen 732% over 10 turns; mana 36; cd 17).
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 24%; move 34%; dur 5; cd 20).
You gain 0.98 gold from the transmogrification of regeneration infusion (heal 160; 13 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 565%; cd 10).
You gain 1.52 gold from the transmogrification of movement infusion (speed 528%; cd 9).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:38.
Today is the 33rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
There is a Gates of Morning (Town) here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.