












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Items Vault 1.7.6Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 37 / 12% |
Size | medium |
Lifes / Deaths | Killed by Neraremina the skeleton warrior at level 9 on the 14th Profit 122nd year of Ascendancy at 17:48 3 / 4Killed by Bill the Stone Troll at level 12 on the 24th Profit 122nd year of Ascendancy at 00:36 Killed by naga myrmidon at level 19 on the 12nd Loss 122nd year of Ascendancy at 20:12 Killed by Ce'Nasetta the elven mage at level 25 on the 16th Shortage 122nd year of Ascendancy at 06:38 |
Primary Stats
Strength | 66 (base 38) |
Dexterity | 34 (base 15) |
Constitution | 62 (base 47) |
Magic | 93 (base 47) |
Willpower | 28 (base 19) |
Cunning | 62 (base 17) |
Resources
Mana | 276/276 |
Equilibrium | 20 |
Life | 1059/1232 |
Positive | 108/108 |
Stamina | 239/245 |
Healing Factor | 1.4398029716161 |
Regeneration | 4.9673202520755 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 1 |
Offense: Mainhand
Damage | 126 |
Accuracy | 54 |
Crit Chance | 77% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Light | +22% |
Lightning | 0% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
Fire | +15% |
Light | +20% |
Defense: Base
Armour (hardiness) | 42.699232954414 (85.404685247777%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 15 |
Physical Save | 56 |
Spell Save | 53 |
Mental Save | 49 |
Defense: Resistances
Lightning | + 24%( 70%) |
Acid | + 22%( 70%) |
Light | + 70%( 70%) |
Nature | + 27%( 70%) |
Cold | + 32%( 70%) |
Physical | + 22%( 70%) |
Fire | + 37%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 0% |
Disarm Resistance | 53% |
Stun Resistance | 80% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 535 damage for 6 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Magical combat | 0.80 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sol | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Aegis | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Weapon of Wrath |
talent | Fiery Hands |
talent | Shielding |
talent | Elemental Harmony |
talent | Second Life |
talent | Arcane Shield |
talent | Righteous Strength |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the harried rogue to the recall portal on level 5 of Dreadfell. Escort: harried rogue (level 5 of Dreadfell)As a reward you improved Cunning by +8. | done |
You failed to protect the harried rogue from death by Ce'Nolessra the master vampire. Escort: harried rogue (level 8 of Dreadfell) | failed |
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 Magic by +8. | done |
You failed to protect the lost defiler from death by Beliwe the rattlesnake. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost spellblade to the recall portal on level 3 of Old Forest. Escort: lost spellblade (level 3 of Old Forest)As a reward you improved talent Shielding (+2 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 1 of Dreadfell. Escort: stranded daemon-powered (level 1 of Dreadfell)As a reward you improved Strength by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 4 of Dreadfell. Escort: stranded daemon-powered (level 4 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 6 of Dreadfell. Escort: unfocused psion (level 6 of Dreadfell)As a reward you improved Cunning by +8. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 221. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. * You've found the needed chunk of ghoul flesh. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +8 Resists +8% acid +8% fire +5% lightning +7% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Rare] Master Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +4 cold On Hit.r1 +8 darkness +20 cold On Crit.r2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 18% On Crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%. Damage is based on Cunning. Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Netheric Diadem (8 def, 0 armour) Netheric Diadem (8 def, 0 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +4 Cun dps ---------- Acc +12 (+4 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+3 eff.) Talent.cat+ +0.20 Demented Affinity +8% darkness +10% temporal ---------- misc Talents +1 Nether Resonance Nether Resonance: increases Light resist by 46% (half Magic stat) and Nature resist by 14% (half of Willpower stat). A symbol of rulership from a lost reality, long ago consumed by the Void. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 48% ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Wil +3 Mag dps ---------- Melee+ 14 light Ranged+ 12 light Dmg.mod +12% light Melee Ret 7 nature 5 mind Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +5 Dex dps ---------- Melee+ 11 physical Ranged+ 14 physical Acc +7 (+2 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 12% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Resists +3% lightning +18% fire +6% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 69.0 - 103.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Res.pen +25% mind Acc +21 (+6 eff.) ----- def ----- Defense +21 (+8 eff.) Disarm- +53% ---------- misc Max.hate +8.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) HP.reg +3.20 ---------- misc Stam/turn +0.30 Psi/turn +0.10 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +0% Pinning- +0% Stun/Frz- +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +20% light +5% mind Acc +3 (+1 eff.) Apr +4 On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +8% physical +7% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -509 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 581 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 844% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.0 potion [Plot Item] Nature |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 108 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 449 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 443 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 590 damage for 7 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +6 Dex dps ---------- Melee+ 5 physical Ranged+ 14 physical Acc +6 (+2 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 22 On Hit (Ranged): * 13% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +7 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +10 light On Hit.r1 +10 darkness While equipped: dps ---------- Res.pen +12% light Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 95 damage On Crit: * On a Crit, strike your target with a blast of Light dealing 159 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 40 for the duration. While equipped: dps ---------- Crit.mult +18.00% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +20 lightning While equipped: dps ---------- Res.pen +20% lightning Acc +30 (+8 eff.) Apr +3 ----- def ----- Armour +10 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +12 arcane On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Mag +12 Wil dps ---------- Phys.crit +17.0% Mind.crit +6% Phys.pwr +19 (+5 eff.) ---------- misc Light +3 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane Power 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Against +23% Horror +17% Demon On Crit: * Strike your target with a blast of Arcane energy dealing 121 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +31.00% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 physical While equipped: Stats +3 Dex +5 Con dps ---------- Dmg.mod +15% darkness +12% physical Res.pen +10% darkness ----- def ----- Armour +10 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Phys.spd +10% Acc +24 (+7 eff.) Massive two-handed swords. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Defense +11 (+4 eff.) Resists +15% lightning +6% nature +15% light Max.HP +40.00 Blind- +20% Poison- +20% Disease- +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 148.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +19 Atk.spd 100% Range +10 Proj.spd +600% On Crit: * Sunders the enemy's armor for 5 turns. Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Con +12 Wil ----- def ----- Max.HP +51.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.5% Atk.spd 100% Against +12% Vermin +14% Spiderkin On Crit: * Strike your target with a blast of Fire dealing 155 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +5 Mag dps ---------- Crit.mult +19.00% Phys.pwr +15 (+4 eff.) ----- def ----- Defense +20 (+7 eff.) Crit.chn- 10.00% ---------- misc Light +3 See.Invis +18 One-handed war axes. |
Bearzerker Girdle Bearzerker Girdle1.0 T2 belt armor [Unique] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Apr +9 ----- def ----- Armour +5 Resists +6% lightning +5% temporal Spell.save +6 (+2 eff.) Max.HP +41.00 ---------- misc Stam/turn +2.00 Equi/turn -1.00 Size +1 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Level 2.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 7 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 10, Physical Resistance by 31.5%, Physical Save by 21.00, and you deal an additional 21.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
![]() 1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +7% acid +8% blight Mind.save +10 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +12 (+5 eff.) Proj.slow +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +15% cold +6% temporal Res.pen +20% acid +20% temporal +25% light +25% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +7% fire +9% temporal Mind.save +6 (+2 eff.) Max.HP +100.00 HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Phys.save +10 (+3 eff.) Max.HP +48.00 ---------- misc Stam/turn +0.40 Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids).. Uses 30 power out of 30/30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 86.47 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (27% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire Acc +20 (+6 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +4% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Mind.crit +8% Crit.mult +20.00% Dmg.mod +3% mind +20% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +3 (+1 eff.) Resists +20% temporal ---------- misc Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +12% temporal Phys.save +14 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +4.00 A cap made of leather. |
Maradek's Murderous Cap (14 def, 0 armour) Maradek's Murderous Cap (14 def, 0 armour)2.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +1 Mag +2 Cun ----- def ----- Defense +14 (+5 eff.) Cut- +20% Knockbk- +20% ---------- misc Talents +1 Murderous Intent +2 Bloodbath On a Melee Crit you inflict your target with a Savage Wound, causing them to bleed for 18.0 Physical damage each turn for 5 turns. You heal for 9.0 whenever you hit an enemy bleeding from this effect. Murderous Intent: Passive - When striking a bleeding foe, you deal an additional 37.20% of the damage dealt as Physical. This percentage scales off of your Cunning stat. This jaunty leather cap is utterly soaked with blood which continuously drips from its brim. It wants more. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.50 mind and 13.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.00 mind and 3.00 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.35 mind and 5.35 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +18% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +10% temporal +6% fire +12% mind +18% acid A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+4 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+5 eff.) Max.HP +48.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Str +3 Mag +8 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +11 (+3 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +15 (+7 eff.) Melee+ 14 arcane 12 physical Melee Ret 13 arcane 11 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% lightning +20% physical +20% arcane A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +8 Str +7 Con ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +8% Resists +6% acid +6% cold Phys.save +16 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Mag +5 Cun +7 Con dps ---------- Res.pen +25% nature ----- def ----- Armour +13 Fatigue +22% Resists +26% lightning +12% mind +6% nature ---------- misc See.Invis +6 A suit of armour made of metal plates. |
Breezeborn Breezeborn1.0 T4 wardstone armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +14% physical +20% nature +13% cold Res.pen +20% nature Melee Ret 6 cold ----- def ----- Defense +8 (+3 eff.) Resists +14% physical +10% nature +20% cold Dmg.red +4 all Proj.slow +25% ---------- misc Wards +3 physical +3 nature +3 cold Talents +7 Ward Handheld warding devices |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Psionic Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +12 blight +16 mind +8 physical On Hit.r1 +4 mind On Crit.r2 +8 mind On Hit: * 17% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce all saves and defense by 22 * 20% chance to knock the target back 3 spaces and deal 128 physical damage On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego] Arcane/Nature Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Proj.spd +200% On Hit.r1 +15 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 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 +93 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Ego] Nature Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Proj.spd +200% Ranged+ +19 cold On Crit.r2 +10 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 170 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +3% acid +12% cold +9% light +3% blight Spell.save +12 (+4 eff.) Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By breh the Dwarf Sun Paladin level 36
9th Profit 123rd year of Ascendancy at 15:43 see stats
By breh the Dwarf Sun Paladin level 28
24th Iron 123rd year of Ascendancy at 14:57 see stats
By breh the Dwarf Sun Paladin level 34
25th Stralite 123rd year of Ascendancy at 19:58 see stats
By breh the Dwarf Sun Paladin level 17
7th Loss 122nd year of Ascendancy at 14:25 see stats
By breh the Dwarf Sun Paladin level 26
10th Iron 123rd year of Ascendancy at 01:42 see stats
By breh the Dwarf Sun Paladin level 19
10th Loss 122nd year of Ascendancy at 09:27 see stats
By breh the Dwarf Sun Paladin level 23
4th Shortage 122nd year of Ascendancy at 09:01 see stats
By breh the Dwarf Sun Paladin level 28
24th Iron 123rd year of Ascendancy at 14:17 see stats
By breh the Dwarf Sun Paladin level 10
14th Profit 122nd year of Ascendancy at 18:52 see stats
By breh the Dwarf Sun Paladin level 20
20th Loss 122nd year of Ascendancy at 14:52 see stats
By breh the Dwarf Sun Paladin level 30
9th Steel 123rd year of Ascendancy at 22:59 see stats
By breh the Dwarf Sun Paladin level 31
43rd Steel 123rd year of Ascendancy at 08:26 see stats
By breh the Dwarf Sun Paladin level 28
5th Steel 123rd year of Ascendancy at 14:37 see stats
By breh the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 05:59 see stats
By breh the Dwarf Sun Paladin level 12
25th Profit 122nd year of Ascendancy at 19:38 see stats
By breh the Dwarf Sun Paladin level 28
24th Iron 123rd year of Ascendancy at 14:57 see stats
By breh the Dwarf Sun Paladin level 31
14th Stralite 123rd year of Ascendancy at 07:55 see stats
By breh the Dwarf Sun Paladin level 11
17th Profit 122nd year of Ascendancy at 14:14 see stats
By breh the Dwarf Sun Paladin level 31
13rd Stralite 123rd year of Ascendancy at 13:54 see stats
By breh the Dwarf Sun Paladin level 32
23rd Stralite 123rd year of Ascendancy at 07:39 see stats
By breh the Dwarf Sun Paladin level 18
9th Loss 122nd year of Ascendancy at 05:38 see stats
By breh the Dwarf Sun Paladin level 32
23rd Stralite 123rd year of Ascendancy at 09:56 see stats
Log
You are unable to move!
You are unable to move!
The shield around breh crumbles.
Breh is not dazed anymore.
Breh stops shining.
Talent Wave of Power is ready to use.
Talent Absorption Strike is ready to use.
You pickup 2.55 gold pieces.
Talent Stunning Blow is ready to use.
Interface unlocked, mouse disabled on the map
Breh deactivates Arcane Feed.
Breh activates Arcane Feed.
Breh deactivates Fiery Hands.
Breh activates Fiery Hands.
Breh deactivates Arcane Shield.
Breh activates Arcane Shield.
Breh deactivates Weapon of Wrath.
Breh activates Weapon of Wrath.
Breh deactivates Elemental Harmony.
Breh activates Elemental Harmony.
Breh deactivates Shielding.
Breh activates Shielding.
Breh deactivates Righteous Strength.
Breh activates Righteous Strength.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Second Life
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.