











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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 Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Steamtech UI 1.1.4 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Female |
Race | Superhuman |
Class | Skirmisher |
Level / Exp | 34 / 90% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 125 (base 25) |
Dexterity | 109 (base 59) |
Constitution | 95 (base 53) |
Magic | 63 (base 33) |
Willpower | 62 (base 27) |
Cunning | 108 (base 57) |
Resources
Life | 2070/2070 |
Stamina | 309/309 |
Vim | 232/232 |
Healing Factor | 1.8912106582884 |
Regeneration | 39.554874975063 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +200% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 18 |
See Stealth | 138.10544403683 |
See Invisible | 166.10544403683 |
Offense: Mainhand
Damage | 638 |
Accuracy | 97 |
Crit Chance | 88% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46 |
Crit Chance | 68% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 73% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Nature | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 62.69618116664 (100%) |
Defense | 114 |
Ranged Defense | 114 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 45 |
Mental Save | 63 |
Defense: Resistances
Lightning | + 59%( 70%) |
All | + 33%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 42%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 100% |
Disarm Resistance | 0% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.50 |
| 5 |
| 5 |
| 1 |
| 1 |
Technique / Tireless Combatant | 1.30 |
| 5 |
| 1 |
| 5 |
| 5 |
Technique / Skirmisher - Slings | 6.50 |
| 16 |
| 5 |
| 5 |
| 5 |
Technique / Buckler Training | 2.90 |
| 10 |
| 1 |
| 10 |
| 5 |
Cunning / Poisons | 2.90 |
| 10 |
| 5 |
| 9 |
| 5 |
Cunning / Called Shots | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Generic Talents
Cunning / Survival | 1.30 |
| 10 |
| 1 |
| 1 |
| 10 |
Wild-gift / Harmony | 1.80 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Conditioning | 1.00 |
| 5 |
| 5 |
| 1 |
| 0 |
Corruption / Curses | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Technique / Combat training | 1.70 |
| 9 |
| 3 |
| 9 |
| 9 |
| 0 |
| 0 |
Cunning / Scoundrel | 1.30 |
| 10 |
| 10 |
| 10 |
| 10 |
Technique / Mobility | 1.30 |
| 1 |
| 1 |
| 1 |
| 2 |
Effects
talent | Counter Shot |
talent | Trained Reactions |
talent | Apply Poison |
talent | Volatile Poison |
talent | Insidious Poison |
beneficial effect | Countering melee attacks: Has a 69% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Nerd. Escort: repented thief (level 1 of Dreadfell) | failed |
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 Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 Possessed. | 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: 157. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +1 ---------- misc Spell.cld 10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 60.0 - 72.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +14 Crit +12.0% Capacity 24 Proj.spd +200% Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% nature +9% blight Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 70% ----- def ----- Resists +6% nature Phys.save +19 (+5 eff.) Mind.save +12 (+3 eff.) Heal.mod +41% ---------- misc Light +5 See.Stealth +13 See.Invis +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex +4 Wil +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +11% physical Phys.save +12 (+3 eff.) A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +7 Resists +13% darkness Mind.save +6 (+1 eff.) Max.HP +45.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+1 eff.) Mind.save +8 (+2 eff.) Confus- +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Blind- +34% ---------- misc Infravis +4 See.Stealth +9 See.Invis +21 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +51.00 HP.reg +5.00 Blind- +11% ---------- misc Infravis +6 Sight +2 See.Invis +11 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Str +5 Dex +10 Mag +6 Wil +7 Cun +8 Con dps ---------- Phys.crit +9.0% Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +11 Dex +5 Wil +6 Cun +6 Lck ----- def ----- Phys.save +17 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+4 eff.) Stealth +9 ---------- misc T.Disarm +28 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 71.0 - 85.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +258 While equipped: Stats +4 Con ----- def ----- Armour +22 Fatigue +8% Resists +24% lightning Phys.save +10 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +4 Wil +8 Cun dps ---------- Mind.crit +6% Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Dex +8 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +6% Phys.pwr +10 (+2 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +19 (+4 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +32 (+5 eff.) Fatigue +8% Resists +15% lightning A suit of armour made of leather. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.0 potion [Plot Item] Nature Permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
![]() 0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 398.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Masteries +0.10 Technique/Skirmisher - Slings Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (146). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +20.00% Melee Ret 6 physical ----- def ----- Armour +12 Defense +30 (+5 eff.) Fatigue -9% Resists +12% acid HP.reg +5.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 41 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+0 eff.) Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +25.00 Disarm- +24% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Silence- +31% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +22 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 394.17 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 T1 sling 1H weapon [Normal] Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T3 sling 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +6 Dex +5 Mag +5 Wil +6 Cun +7 Con dps ---------- Res.pen +8% all Acc +11 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Con +8 Wil ----- def ----- Max.HP +45.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 shot ammo [Normal] Power 16.0 - 19.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Normal] Power 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Psionic Power 23.0 - 27.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 44.0 - 52.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 63.0 - 75.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +15 Apr +6 Crit +16.0% Capacity 21 On Crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 50% Mag, 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 11.0 - 13.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit.r1 +11 fire On Crit.r2 +13 light +12 fire While equipped: dps ---------- Melee+ 5 fire On shield block: * Deals 119 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 329 physical damage over 5 turns (1/turn) Melee Ret 5 fire ----- def ----- Armour +7 Fatigue +8% Resists +12% cold +6% fire +5% light +3% temporal Die.at -20.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 46.0 - 55.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +190 While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +13 Fatigue +8% Resists +9% acid +9% darkness +18% fire +19% cold +5% arcane +31% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
![]() 9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% fire ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +42% fire Mind.save +12 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% Melee+ 6 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +18 (+3 eff.) Fatigue +8% Resists +15% darkness +15% temporal Def/telep +12 Res/telep +13% Dur/telep +11% Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +4 Str +6 Dex ----- def ----- Armour +8 Defense +24 (+4 eff.) Fatigue +8% Resists +7% arcane Phys.save +8 (+2 eff.) Spell.save +22 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +6% Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +12% arcane Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Resists +12% nature +13% blight Phys.save +10 (+3 eff.) Mind.save +8 (+2 eff.) Stealth +8 Die.at -50.00 life HP.reg +6.00 Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +13% darkness +15% temporal ----- def ----- Armour +5 Resists +21% darkness +25% temporal Silence- +30% Confus- +36% Stun/Frz- +25% Def/telep +25 Res/telep +14% Dur/telep +27% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +5% temporal Acc +16 (+3 eff.) ----- def ----- Armour +2 Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 453.0 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% fire +8% cold A cap made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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.(119 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 1.0 T3 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +7% cold +7% temporal Mind.save +9 (+2 eff.) Def/telep +12 Res/telep +12% Dur/telep +19% ---------- misc Light +4 See.Stealth +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +7% cold +8% light +5% temporal Affinity +5% darkness Def/telep +11 Res/telep +13% Dur/telep +15% ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 5.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 153.36 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) Blind- +22% Confus- +11% ---------- misc Light +8 See.Stealth +10 See.Invis +8 Track: Puts all charms on 33 cooldown Level 8.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 10 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 66 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 26.58 cold damage and 26.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 104 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 29 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Log
Nerd deactivates Apply Poison.
Nerd activates Apply Poison.
Bought: warlord's drakeskin leather cap of trickery (0 def, 5 armour) for 224.42 gold.
New shimmer option unlocked: drakeskin leather cap
Nerd wears (replacing bladed hardened leather cap of trickery (0 def, 3 armour)): warlord's drakeskin leather cap of trickery (0 def, 5 armour).
Nerd deactivates Insidious Poison.
Nerd activates Insidious Poison.
Nerd deactivates Volatile Poison.
Nerd activates Volatile Poison.
Nerd deactivates Trained Reactions.
Nerd activates Trained Reactions.
Nerd deactivates Counter Shot.
Nerd activates Counter Shot.
Nerd deactivates Apply Poison.
Nerd activates Apply Poison.
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 24 turns (stop reason: at exit).
Ran for 2 turns (stop reason: interesting character).
Saving game...
Saving done.