










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Auto Disabling Blade Flurry 1.5.10Go use https://te4.org/games/addons/tome/autoDisableBladeFlurry this instead. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.5.0Donators/Buyers bonus! Alchemists Using Ranged Weapons 1.5.10I've just found that even with no mastery, T5 ranged randarts do more damage than channeling Bolbum's Big Knocker at 5/5 Channeling Staff/ Staff Mastery, so it is a good idea for alchemists to get Swift Hands prodigy and shoot with a ranged weapon when their bombs are on CD. Basically what this addon does is when you're using Throw Bomb, Shockwave Bomb or Gem portal, Well, this actually works a bit different, because this never takes the once-per-turn free equipment swapping granted by Swift Hands. Try not to abuse this, but even if you do, it's probably still not game-changing. --1.01 update-- --1.02 update-- Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Timed PS & UF Salve Usage 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Item Description 1.5.10This 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 Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official 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 | Ogre |
Class | Marauder |
Level / Exp | 39 / 57% |
Size | huge |
Lifes / Deaths | Killed by Yvith the copperhead snake at level 25 on the 3rd Flare 123rd year of Ascendancy at 07:25 4 / 3Killed by Aerurethra the master vampire at level 31 on the 11st Pyre 124th year of Ascendancy at 18:45 Killed by gigantic gravity worm at level 39 on the 57th Dusk 124th year of Ascendancy at 22:03 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 64 (base 60) |
Constitution | 45 (base 23) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 39 (base 26) |
Resources
Life | 1240/1240 |
Steam | 100/100 |
Stamina | 206/206 |
Equilibrium | 0 |
Healing Factor | 1.9941860465116 |
Regeneration | 0.4985465116279 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 118 |
Accuracy | 45 |
Crit Chance | 29% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 45 |
Crit Chance | 29% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Fire | +12% |
Blight | +12% |
Physical | +8% |
Mind | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 80 (39%) |
Defense | 36 |
Ranged Defense | 40 |
Fatigue | 3 |
Physical Save | 43 |
Spell Save | 39 |
Mental Save | 59 |
Defense: Resistances
Blight | + 19%( 70%) |
Physical | + 26%( 70%) |
Mind | + 7%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Cold | + 26%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 9%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Confusion Resistance | 29% |
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 732% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 21% for 5 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: MovementUse 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 increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Chant of Fortitude |
talent | Trained Reactions |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 125 - 176 Accuracy: 60 (knife) APR: 32 Crit Chance: +29% Crit mult: 185% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 27 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 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 Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 728. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Mov.spd +10% Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue -4% Max.HP +44.00 ---------- misc Stam/turn +0.60 Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +53.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Dmg.mod +12% mind Melee Ret 6 physical ----- def ----- Armour +10 Fatigue +4% Die.at -40.00 life Heal.mod +20% Silence- +30% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 289.6 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Wil +11 Con dps ---------- Melee+ 8 mind Dmg.mod +6% mind ----- def ----- Armour +18 Hardiness +9% Resists +7% mind +8% physical Mind.save +30 (+8 eff.) Silence- +15% Disarm- +133% ---------- misc Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 mind On Hit: 10% Disarm 3 On Hit: 20% Psychic Lobotomy 3 On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% blight +9% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to disease ---------- misc Wards +4 physical +5 mind +4 darkness Talents +2 Ward Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Cun +5 Con dps ---------- Dmg.mod +3% mind Acc +17 (+6 eff.) Apr +15 ----- def ----- Defense +9 (+4 eff.) Resists +9% lightning +6% cold +5% arcane Phys.save +10 (+3 eff.) ---------- misc Equi/ret +0.16 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 150% 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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 8 physical ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +7% physical Heal.mod +25% Teleport- +10% ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 49.0 - 63.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Rare] Psionic Power 38.0 - 49.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 mind On Crit.r2 +8 nature On Hit: * 28% chance to cause random gloom While equipped: Stats +8 Cun +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +2 (+1 eff.) Melee Ret 12 nature ----- def ----- Resists +9% nature ---------- misc Hate/m.crit +2.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% nature +3% fire Melee Ret 12 fire ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +6% nature Phys.save +19 (+6 eff.) Spell.save +26 (+9 eff.) Mind.save +42 (+11 eff.) 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 [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 fire Ranged+ 7 fire Melee Ret 50 physical ----- def ----- Armour +35 Defense +7 (+4 eff.) Fatigue +8% Resists +10% fire +11% physical Mind.save +12 (+3 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 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 instantly heal yourself for 251 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 12 turns. While Heroism is active, you will only die when reaching -516 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 732% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +6.00% Acc +4 (+1 eff.) Apr +1 ----- def ----- Phys.save +3 (+1 eff.) Max.HP +30.00 ---------- misc Masteries +0.18 Technique/Combat techniques Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Spell.pwr +4 (+4 eff.) Dmg.mod +6% arcane Res.pen +5% blight ----- def ----- Resists +9% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.19 Cunning/Tactical +0.19 Technique/Bloodthirst Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +14% acid +6% lightning Res.pen +5% lightning Melee Ret 16 lightning ----- def ----- Resists +28% acid +3% blight Max.HP +67.00 HP.reg +1.30 Heal.mod +15% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +3.00% Phys.pwr +2 (+1 eff.) Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light Max.HP +40.00 ---------- misc Stam/turn +0.60 Rings can have magical properties. |
![]() 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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-13 eff.) Spell.save -30 (-15 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 39.0 - 50.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +44 insidious poison On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Melee Ret 12 lightning ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) HP.reg +0.70 Heal.mod +23% ---------- misc Stam/turn +0.40 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +15% physical Apr +2 ----- def ----- Resists +6% lightning D.Red.from +27% Summoned Phys.save +3 (+1 eff.) ---------- misc Max.stam +15.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical Acc +4 (+1 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Crit.dmg- 15.00% Spell.save +30 (+10 eff.) Blind- +20% Silence- +22% Disarm- +20% Confus- +38% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +8% Crit.mult +7.00% Dmg.mod +3% arcane +9% darkness Melee Ret 4 fire ----- def ----- Armour +7 Resists +6% fire Mind.save +5 (+1 eff.) Max.HP +48.00 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +5 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +7 arcane On Crit.r2 +8 arcane On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +13% Mind.crit +11% Crit.mult +8.00% Dmg.mod +3% mind +12% temporal Res.pen +10% temporal ----- def ----- Armour +2 Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +17.0% Atk.spd 83% On Crit.r2 +12 mind +8 temporal On Crit: 20% Cripple 3 On Hit: * 40% chance to cause random gloom Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +8 Mag +5 Wil dps ---------- Melee+ 8 arcane 9 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +5% arcane +8% light Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Manathrust 3 On Hit: * 9% chance to blind Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +6 Wil +3 Con dps ---------- Phys.crit +9.0% Mind.crit +8% Res.pen +25% darkness +10% arcane ----- def ----- Fatigue -7% Resists +5% arcane ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Dmg.mod +12% light Res.pen +25% light Apr +8 ----- def ----- Resists +18% light +2% physical ---------- misc Stam/turn +0.80 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Apr +6 ----- def ----- Armour +12 Phys.save +30 (+10 eff.) Max.HP +40.00 ---------- misc Light +2 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% acid +20% mind Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid Max.HP +44.00 ---------- misc Light +2 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +3% physical Mind.save +6 (+2 eff.) Max.HP +10.00 Heal.mod +5% ---------- misc Light +2 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 6 beam dealing 72.50 to 145.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% light +6% mind ----- def ----- Resists +6% light Mind.save +10 (+3 eff.) ---------- misc Talents +3 Telekinetic Blast +3 Silence Cooldown Silence -1 Teleport randomly (rad 44) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% light +6% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light +6% mind Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 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. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +15% mind Acc +10 (+3 eff.) ----- def ----- Max.HP +50.00 ---------- misc Psi/ret +0.20 Talents +5 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 201 to 403 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% mind Melee Ret 8 darkness 4 blight On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% blight ---------- misc Talents +4 Void Blast +4 Strike Cooldown Strike -1 Disarm traps (120 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Osrii the Ogre Marauder level 33
43rd Pyre 124th year of Ascendancy at 11:28 see stats
By Osrii the Ogre Marauder level 33
41st Pyre 124th year of Ascendancy at 13:34 see stats
By Osrii the Ogre Marauder level 37
16th Dusk 124th year of Ascendancy at 20:58 see stats
By Osrii the Ogre Marauder level 10
28th Dusk 122nd year of Ascendancy at 20:47 see stats
By Osrii the Ogre Marauder level 35
78th Pyre 124th year of Ascendancy at 17:34 see stats
By Osrii the Ogre Marauder level 31
3rd Regrowth 124th year of Ascendancy at 06:28 see stats
By Osrii the Ogre Marauder level 20
9th Pyre 123rd year of Ascendancy at 18:33 see stats
By Osrii the Ogre Marauder level 34
65th Pyre 124th year of Ascendancy at 09:32 see stats
By Osrii the Ogre Marauder level 24
53rd Pyre 123rd year of Ascendancy at 13:34 see stats
By Osrii the Ogre Marauder level 10
28th Dusk 122nd year of Ascendancy at 20:46 see stats
By Osrii the Ogre Marauder level 20
80th Regrowth 123rd year of Ascendancy at 13:33 see stats
By Osrii the Ogre Marauder level 30
2nd Wintertide 124th year of Ascendancy at 15:31 see stats
By Osrii the Ogre Marauder level 17
6th Decay 122nd year of Ascendancy at 15:41 see stats
By Osrii the Ogre Marauder level 35
75th Pyre 124th year of Ascendancy at 12:38 see stats
By Osrii the Ogre Marauder level 36
11st Dusk 124th year of Ascendancy at 17:58 see stats
By Osrii the Ogre Marauder level 25
74th Pyre 123rd year of Ascendancy at 21:14 see stats
By Osrii the Ogre Marauder level 9
17th Dusk 122nd year of Ascendancy at 08:38 see stats
By Osrii the Ogre Marauder level 9
18th Dusk 122nd year of Ascendancy at 19:48 see stats
By Osrii the Ogre Marauder level 39
68th Dusk 124th year of Ascendancy at 04:16 see stats
By Osrii the Ogre Marauder level 18
52nd Regrowth 123rd year of Ascendancy at 23:40 see stats
By Osrii the Ogre Marauder level 23
35th Pyre 123rd year of Ascendancy at 21:34 see stats
By Osrii the Ogre Marauder level 16
42nd Haze 122nd year of Ascendancy at 17:21 see stats
By Osrii the Ogre Marauder level 32
39th Pyre 124th year of Ascendancy at 15:21 see stats
Log
Saving done.
There is an item here: Hare-Skin Sling
Ran for 2 turns (stop reason: object seen).
There is an item here: Wyrmbreath (0 def, 4 armour)
There is an item here: Stone Gauntlets of Harkor'Zun (0 def, 7 armour)
There is an item here: Gloves of the Firm Hand (0 def, 8 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Great Caller (10-11 power, 18 apr, nature damage)
Ran for 2 turns (stop reason: object seen).
There is an item here: Spelldrinker (27-35.1 power, 8 apr)
There is an item here: Star (25-32.5 power, 20 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: Blood-Letter (33-46.2 power, 4.5 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: Sealed Scroll of Last Hope
Ran for 2 turns (stop reason: object seen).
You transfer Scorpion's Tail (28-30.8 power, 8 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Osrii deactivates Chant of Fortitude.
Osrii deactivates Quickdraw.
Osrii deactivates Trained Reactions.