











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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:
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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. 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 | Drem |
Class | Alchemist |
Level / Exp | 33 / 99% |
Size | medium |
Lifes / Deaths | Killed by drolem (servant of Dotho) at level 22 on the 3rd Steel 123rd year of Ascendancy at 18:34 3 / 3Killed by Silydhewe the alchemist golem at level 29 on the 41st Stralite 123rd year of Ascendancy at 15:58 Killed by Cyrolaith the skeleton archer at level 32 on the 18th Wealth 123rd year of Ascendancy at 05:51 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 21 (base 20) |
Magic | 74 (base 60) |
Willpower | 20 (base 11) |
Cunning | 70 (base 60) |
Resources
Life | 848/848 |
Mana | 273/273 |
Positive | 125/126 |
Healing Factor | 1.086387434555 |
Regeneration | 0.27159685863875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 4 |
See Stealth | 21 |
See Invisible | 18 |
Offense: Mainhand
Damage | 61 |
Accuracy | 8 |
Crit Chance | 27% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Light | +8% |
Cold | 0% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +30% |
Defense: Base
Armour (hardiness) | 77.671518629221 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 14 |
Physical Save | 35 |
Spell Save | 30 |
Mental Save | 50 |
Defense: Resistances
Nature | + 6%( 70%) |
Acid | + 9%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 34%( 70%) |
Cold | + 26%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 80% |
Silence Resistance | 24% |
Stun Resistance | 92% |
Instadeath Resistance | 100% |
Blind Resistance | 56% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 217 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental 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 Cunning 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 617% 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 Cunning stat. |
Class Talents
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Ice Core |
talent | Acid Infusion |
talent | Chant of Fortitude |
beneficial effect | The target is surrounded by a magical shield, absorbing 205/205 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)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 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | 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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 253. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed storm wyrm claw. * You've found the needed pouch of luminous horror dust. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. 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 red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 16 mind ----- def ----- Armour +7 Fatigue +2% Resists +6% acid +7% cold +5% arcane +7% fire +6% nature +6% lightning Disarm- +10% Confus- +20% Stun/Frz- +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +15% arcane Phasing +10% Melee Ret 10 fire ----- def ----- Resists +7% fire Mind.save +8 (+3 eff.) Max.HP +51.00 ---------- misc Max.mana +20.00 Light +3 See.Stealth +10 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +9 Mag +8 Wil +5 Cun dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 42.73 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +3 nature +2 light Talents +1 Ward Heal a target within range 6 (based on Willpower) for 140 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +24% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Blind- +26% ---------- misc Infravis +4 See.Stealth +11 See.Invis +9 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Create a temporary shield that absorbs 206 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +9.00% Spell.pwr +16 (+5 eff.) Melee+ 18 arcane Dmg.mod +20% acid Apr +1 ----- def ----- Armour +6 Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.mana +29.00 Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +1% physical Phys.save +30 (+11 eff.) Mind.save +7 (+3 eff.) Die.at -40.00 life Max.HP +45.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Melee+ 6 fire Ranged+ 7 fire Res.pen +15% arcane On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +15 Defense +7 (+4 eff.) Fatigue +8% Resists +15% lightning +11% physical +5% arcane +13% fire Stun/Frz- +30% A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +16% cold 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 101 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 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 367% 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 Willpower 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 221 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 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 6 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 337.26 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 55 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 103.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 14) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 85.00 to 255.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 104.00 to 312.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
![]() 0.1 T2 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +25% acid Melee Ret 20 temporal ----- def ----- Armour +6 Defense +5 (+3 eff.) Res.Cap +5% all Phys.save +13 (+6 eff.) Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +3.0% Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning Res.pen +15% physical ----- def ----- Phys.save +9 (+4 eff.) ---------- misc Max.mana +100.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% mind Confus- +21% Amulets can have magical properties. |
![]() 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. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +6 Wil dps ---------- Dmg.mod +15% darkness Melee Ret 12 darkness ----- def ----- Resists +9% darkness Phys.save +10 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +11% cold +12% fire Res.pen +25% lightning ----- def ----- Resists +6% lightning +3% fire +22% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+6 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +20.00 Disarm- +26% Pinning- +26% Knockbk- +28% Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Psionic Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 darkness Against +9% Living On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +20% lightning Melee Ret 16 acid 20 lightning ----- def ----- Resists +12% acid +12% lightning Sharp, short and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 blight +15 cold On Hit: 10% Epidemic 4 On Hit: * 12% chance to disease On Crit: * wounds the target for 7 turns: 9 bleeding, 40% reduced healing While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Dmg.mod +3% mind Res.pen +15% light +5% mind ----- def ----- Resists +12% light Disease- +10% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind Melee Ret 16 mind ----- def ----- Resists +8% mind Mind.save +5 (+2 eff.) ---------- misc Psi/ret +0.16 Max.psi +36.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. Power 14.0 - 15.4 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +4 nature On Crit.r2 +8 nature On Hit: * Slows global speed by 20% While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +2% physical +3% mind +3% nature Res.pen +6% physical ----- def ----- Resists +13% mind +6% physical Mind.save +9 (+3 eff.) ---------- misc Max.psi +55.00 Telepathy Dragon Demon/Major Demon/Minor Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 7.0 - 7.7 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +2% acid ----- def ----- Resists +4% arcane ---------- misc Equi/ret +1.10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature +5% acid ----- def ----- Resists +5% blight Disease- +13% ---------- misc Equi/ret +1.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.psi +10.00 Telepathy Humanoid/Orc Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+7 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.6 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 90% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +8 darkness On Crit.r2 +16 darkness While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +18% darkness Res.pen +10% darkness ----- def ----- Resists +12% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to disease While equipped: dps ---------- Phys.crit +11.0% Spell.crit +6% Spell.pwr +28 (+9 eff.) S.pwr/crit +2 Melee+ 27 arcane 7% confusion Dmg.mod +30% arcane Phasing +35% ----- def ----- Defense +21 (+11 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.34 Max.mana +104.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% darkness ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature/Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% Melee+ +21 blight On Crit.r2 +11 fire On Hit: * 14% chance to disease While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 All.spd +3% Res.pen +9% fire Acc +9 (+8 eff.) Melee Ret 8 arcane ---------- misc Vim/s.crit +1.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 mind +12 darkness On Hit: * 16% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +5% arcane +12% cold Blind- +0% Disease- +15% One-handed war axes. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +7% fire +10% cold A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning ---------- misc Mana/turn +0.13 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Defense +3 (+2 eff.) Resists +15% nature ---------- misc Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +3 (+2 eff.) Mind.save +22 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Defense +3 (+2 eff.) Resists +22% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% lightning On Melee Ret: * Slows global speed by 5% * 5 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Lck +6 Dex dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +3% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +24% lightning Stealth +10 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Silence- +27% Confus- +20% Stun/Frz- +28% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +6% acid ----- def ----- Armour +2 Resists +7% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil ----- def ----- Armour +9 Fatigue +5% Resists +15% fire Mind.save +7 (+3 eff.) Poison- +15% Stun/Frz- +45% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +9.00% Phys.pwr +2 (+0 eff.) Res.pen +10% physical ----- def ----- Armour +8 Fatigue +4% Die.at -80.00 life Max.HP +40.00 ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature Melee Ret 20 nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +4% Resists +11% fire +20% nature +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +4% light +5% fire +3% nature +4% acid +5% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% fire +5% cold A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +6 (+3 eff.) Max.HP +46.00 Heal.mod +12% A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Str 38 [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% arcane +25% light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +8% Resists +6% light +18% fire Phys.save +6 (+3 eff.) Max.HP +66.00 HP.reg +2.10 Heal.mod +23% A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +27 insidious poison +17 temporal +20 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature/Master Power 45.0 - 63.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +8 Apr +14 Crit +2.5% Capacity 19 Ranged+ +23 lightning On Crit.r2 +20 lightning 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 When used as an alchemist bomb: Bomb damage +5% 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 alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 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 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness +6% arcane Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +5% physical +5% arcane +15% darkness 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 +4 Str dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +10% acid Apr +10 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Die.at -80.00 life HP.reg +0.40 Heal.mod +20% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 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 +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% nature 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +50.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 124% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 [Random Unique] Psionic While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc Wards +2 physical +3 mind +3 darkness Talents +2 Telekinetic Blast +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +2 Dex +4 Wil +3 Con ---------- misc Mana/s.crit +2.00 Infravis +3 Telepathy Dragon Talents +3 Telekinetic Blast Fire a blast of psionic energies in a range 6 beam dealing 102.50 to 205.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +2 Dex +2 Con ----- def ----- Armour +6 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) ---------- misc Stam/turn +0.40 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 83 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 8 arcane ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 117 to 235 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. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% 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% When used as an alchemist bomb: Additional 10 physical repulsion damage 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dotho the Drem Alchemist level 24
5th Gold 123rd year of Ascendancy at 10:04 see stats
By Dotho the Drem Alchemist level 7
3rd Profit 122nd year of Ascendancy at 03:18 see stats
By Dotho the Drem Alchemist level 30
41st Profit 123rd year of Ascendancy at 21:47 see stats
By Dotho the Drem Alchemist level 19
12nd Shortage 122nd year of Ascendancy at 09:07 see stats
By Dotho the Drem Alchemist level 21
14th Iron 123rd year of Ascendancy at 23:53 see stats
By Dotho the Drem Alchemist level 30
41st Profit 123rd year of Ascendancy at 12:47 see stats
By Dotho the Drem Alchemist level 10
19th Profit 122nd year of Ascendancy at 21:58 see stats
By Dotho the Drem Alchemist level 20
13rd Shortage 122nd year of Ascendancy at 00:06 see stats
By Dotho the Drem Alchemist level 30
36th Profit 123rd year of Ascendancy at 20:59 see stats
By Dotho the Drem Alchemist level 19
29th Loss 122nd year of Ascendancy at 04:12 see stats
By Dotho the Drem Alchemist level 20
13rd Iron 123rd year of Ascendancy at 18:38 see stats
By Dotho the Drem Alchemist level 22
3rd Steel 123rd year of Ascendancy at 18:34 see stats
By Dotho the Drem Alchemist level 6
28th Voratun 122nd year of Ascendancy at 15:55 see stats
By Dotho the Drem Alchemist level 9
15th Profit 122nd year of Ascendancy at 10:11 see stats
By Dotho the Drem Alchemist level 22
25th Iron 123rd year of Ascendancy at 19:01 see stats
By Dotho the Drem Alchemist level 16
40th Dearth 122nd year of Ascendancy at 05:42 see stats
Log
You extract sapphire from shocking stralite shield of cold resistance (+23%) (10 def, 2 armour, 137 block)
Dotho casts Extract Gems.
You extract ruby from icy stralite shield of acid resistance (+27%) (10 def, 2 armour, 146.5 block)
The shield around Dotho crumbles.
Dotho casts Extract Gems.
You extract lapis lazuli from spiked dwarven-steel plate armour of stability (5 def, 11 armour)
Dotho casts Extract Gems.
You extract onyx from prismatic dwarven-steel plate armour of lightning resistance (5 def, 11 armour)
Dotho casts Extract Gems.
You extract garnet from impenetrable dwarven-steel mail armour of stability (3 def, 17 armour)
Dotho casts Extract Gems.
You extract emerald from dwarven-steel mail armour (3 def, 8 armour)
Talent Barrier is ready to use.
Dotho casts Barrier.
Dotho's spell attains critical power!
A shield forms around Dotho.
Dotho casts Extract Gems.
You extract quartz from dwarven-steel mail armour (3 def, 8 armour)
Dotho deactivates Defensive Posture.
The shield around Dotho crumbles.
Dotho deactivates Chant of Fortitude.
Dotho deactivates Ice Core.
Dotho deactivates Acid Infusion.