










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 Items Vault 1.7.6Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. 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.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 27 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Isthtie at level 21 on the 68th Haze 122nd year of Ascendancy at 03:24 3 / 3Killed by Adarin the gigantic sandworm tunneler at level 22 on the 7th Decay 122nd year of Ascendancy at 10:37 Killed by ritch flamespitter at level 27 on the 26th Regrowth 123rd year of Ascendancy at 02:07 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 62 (base 49) |
| Magic | 73 (base 58) |
| Willpower | 26 (base 10) |
| Cunning | 40 (base 13) |
Resources
| Life | 657/657 |
| Insanity | 100/100 |
| Healing Factor | 1.3398029716162 |
| Regeneration | 7.0339656009851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 14 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +23% |
| Darkness | +35% |
| Blight | +15% |
| Cold | +12% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +25% |
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 33.575909892576 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 51%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 28%( 70%) |
| Cold | + 53%( 70%) |
| Darkness | + 22%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 33%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Confusion Resistance | 23% |
| Disarm Resistance | 40% |
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 269 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| beneficial effect | Increases defense by 8. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Isegabeth the greater faeros. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed vial of fire wyrm saliva. 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 minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Kuldil the pair of iron boots (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% blight Apr +3 ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue +2% Phys.save +3 (+1 eff.) Die.at -40.00 life Silence- +20% Confus- +23% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Neriwe the Pyrejeer2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+6 eff.) Melee Ret 2 fire ----- def ----- Resists +3% cold +6% fire Max.HP +41.00 ---------- 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. |
| On head | Drydas (2 def, 6 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +13% nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +19% nature Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Psi/ret +0.16 A pointy cloth hat, very wizardly... |
| Tool | Ashpall the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +3% fire Acc +4 (+4 eff.) ----- def ----- Resists +6% cold Mind.save +3 (+1 eff.) Max.HP +80.00 HP.reg +4.00 Silence- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cracklebrand the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% lightning +6% darkness ----- def ----- Resists +12% lightning ---------- misc Equi/ret +0.12 Max.hate +4.00 Rings make your fingers look great! |
| On fingers | Runykalthorig the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +10% nature Res.pen +10% mind ----- def ----- Armour +2 Resists +20% nature +15% cold Spell.save +3 (+1 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Belytar'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Phys.pwr +3 (+2 eff.) Spell.pwr +10 (+2 eff.) Dmg.mod +3% blight Res.pen +5% temporal ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.vim +40.00 Size +1 A belt that goes around your waist. |
| In main hand | Aerykira the yew magestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane 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: Stats +9 Mag +10 Wil +8 Cun dps ---------- Spell.crit +8% Crit.mult +15.00% Spell.pwr +19 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% darkness Res.pen +10% blight ----- def ----- Resists +5% arcane Phys.save +7 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.27 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | linen robe 'Doursteel' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% darkness +12% cold Res.pen +25% darkness ----- def ----- Resists +18% cold +3% darkness +7% all ---------- misc Psi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | marshal's linen cloak of fog (6 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +6 (+3 eff.) Resists +11% light +11% fire Phys.save +6 (+3 eff.) Stealth +5 Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vorarin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Mag +4 Cun +7 Con dps ---------- Spell.pwr +15 (+4 eff.) Mov.spd +10% Dmg.mod +6% blight ----- def ----- Fatigue -5% Resists +12% lightning HP.reg +1.00 Stun/Frz- +26% ---------- misc Stam/turn +0.60 Mana/turn +0.04 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 202; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 202 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 |
movement infusion of the duelist (speed 517%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Dexterity 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 |
movement infusion of the psychic (speed 592%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Willpower 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 |
movement infusion of the sneak (speed 520%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 619%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 619% 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 366; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 271; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. 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. |
wild infusion of the duelist (res 19%; physical; dur 3; cd 15)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 physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 20%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 33%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, light, temporal, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 light, 4 temporal, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 71; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 |
shatter afflictions rune of the warrior (absorb 35; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 |
shatter afflictions rune of the wizard (absorb 124; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Branadodil the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +1 Con +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Acc +5 (+5 eff.) Apr +1 ----- def ----- Armour +8 Defense +5 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +12% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
Cracklehunger0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Wil +2 Cun dps ---------- Dmg.mod +9% lightning Res.pen +20% light ----- def ----- Armour +5 Defense +6 (+3 eff.) Res.Cap +3% all Phys.save +11 (+5 eff.) Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Nimbusquell the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +3% physical Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +6% lightning Die.at -40.00 life Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
insulating steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +13% cold Heal.mod +14% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Chaldil0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Cun +3 Con ----- def ----- Defense +20 (+8 eff.) Phys.save +15 (+7 eff.) ---------- misc Max.hate +10.00 Rings make your fingers look great! |
Flashimmortal0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid +3% light +6% darkness Rings make your fingers look great! |
copper ring 'Betharita'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Con dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Bleakwyrd'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Cun +2 Con dps ---------- Dmg.mod +9% light +9% darkness Melee Ret 8 darkness ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+5 eff.) ----- def ----- Max.HP +21.00 Disarm- +26% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
marksman's steel ring of the mind (+10%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% mind Acc +4 (+4 eff.) ----- def ----- Resists +10% mind Rings make your fingers look great! |
mule's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings make your fingers look great! |
rogue's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+2 eff.) Resists +20% light Rings make your fingers look great! |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+6 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 170.71 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Ravencast (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +16 darkness +8 mind On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+4 eff.) Mind.pwr +25 (+9 eff.) ----- def ----- Resists +6% darkness Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +5.00 Sharp, long, and deadly. |
Sleetransom the steel mace (20-29 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +3% Dmg.mod +12% cold ---------- misc Hate/m.crit +2.00 Max.psi +50.00 Blunt and deadly. |
Nightblow (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +8 (+4 eff.) Spell.pwr +23 (+6 eff.) Dmg.mod +25% cold Acc +7 (+6 eff.) On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Defense +9 (+5 eff.) Resists +5% arcane Spell.save +9 (+4 eff.) HP.reg +1.20 Heal.mod +16% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 114.67 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. |
Blazeimmortal (27-38 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% light Res.pen +10% acid Acc +7 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +15 (+7 eff.) Die.at -40.00 life Disarm- +27% One-handed war axes. |
Ce'Nadheravea (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Mag +4 Wil dps ---------- Res.pen +10% blight ---------- misc Light +3 One-handed war axes. |
elemental steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 99 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +9% cold Res.pen +8% cold One-handed war axes. |
hardened leather belt 'Duralin'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +12% lightning Crit.chn- 10.00% Phys.save +7 (+3 eff.) Die.at -20.00 life Max.HP +20.00 Disease- +20% A belt that goes around your waist. |
rough leather belt 'Cyrosewe'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +6% light +7% darkness Die.at -60.00 life A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Anyrig' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -3% Resists +6% acid Max.HP +40.00 Heal.mod +5% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +9% physical +13% fire +5% cold ----- def ----- Resists +12% acid +12% physical +11% darkness +13% fire +10% cold +12% mind +11% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +25 (+12 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcjeer the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning ----- def ----- Armour +1 Resists +3% light +3% lightning ---------- misc Light +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 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." |
pair of rough leather boots 'Frostlord' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Resists +3% temporal +3% light +3% blight +3% fire +6% darkness Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Bleakstrider (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 nature Dmg.mod +4% nature +6% fire Res.pen +5% darkness +10% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Fatigue +3% Resists +8% nature +12% darkness 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. |
Earoralar the iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Resists +3% light Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Heal.mod +10% Silence- +10% 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. |
dwarven-steel gauntlets 'Yvita' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +2 Dex dps ---------- Melee+ 8 acid 9 cold Dmg.mod +5% acid +6% cold +12% blight Res.pen +25% blight Acc +7 (+6 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +7% cold +12% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% light 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. |
temporal dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +4% temporal Acc +15 (+10 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% temporal 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. |
Boltbloom the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Wil +3 Mag dps ---------- Spell.crit +3% Spell.pwr +20 (+5 eff.) S.pwr/crit +2 Dmg.mod +6% lightning ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
Erelidir the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% arcane Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 31.6 Physical damage. If the attack hits, the target is confused (28% effect) for 5 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. |
Glareseam the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +5% light +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +3% light ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Darkravager' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +3% darkness Melee Ret 8 darkness On Hit (Melee): * 20% chance to slow global speed by 51% * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +22% lightning +3% temporal +3% darkness A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Mayirana' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +18 (+4 eff.) Dmg.mod +11% mind +9% arcane Res.pen +15% blight ----- def ----- Defense +2 (+1 eff.) Resists +11% mind Spell.save +8 (+4 eff.) ---------- misc Mana/turn +0.22 Mana/s.crit +1.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Layimira' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +9% light +5% cold Heal.mod +5% Teleport- +20% ---------- misc Breathe water A cap made of leather. |
5 agate0.0 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. |
382 alchemist agate0.0 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. |
3 onyx0.0 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. |
4 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sparkoracle (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +10 Str dps ---------- Res.pen +10% lightning ----- def ----- Fatigue -6% Resists +9% lightning +5% arcane +12% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 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. |
4 spinel0.0 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 125.59 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 125.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Shadowtrail the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 4 darkness 13 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +12% acid +6% fire ---------- 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. |
Summertide Phial1.0 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 163.27 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Hazelady the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% cold ----- def ----- Resists +3% nature +3% blight Max.HP +80.00 Cut- +20% Pinning- +20% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 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. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 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. |
8 ametrine0.0 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. |
2 citrine0.0 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. |
8 zircon0.0 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Isthtie the Cornac Cultist of Entropy level 27
13rd Regrowth 123rd year of Ascendancy at 07:59 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Isthtie the Cornac Cultist of Entropy level 19
17th Haze 122nd year of Ascendancy at 15:34 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Isthtie the Cornac Cultist of Entropy level 25
10th Regrowth 123rd year of Ascendancy at 14:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Isthtie the Cornac Cultist of Entropy level 24
8th Regrowth 123rd year of Ascendancy at 20:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Isthtie the Cornac Cultist of Entropy level 10
2nd Summertide 122nd year of Ascendancy at 23:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Isthtie the Cornac Cultist of Entropy level 20
37th Haze 122nd year of Ascendancy at 22:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Isthtie the Cornac Cultist of Entropy level 21
67th Haze 122nd year of Ascendancy at 15:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Isthtie the Cornac Cultist of Entropy level 9
5th Mirth 122nd year of Ascendancy at 10:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Isthtie the Cornac Cultist of Entropy level 9
7th Mirth 122nd year of Ascendancy at 01:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Isthtie the Cornac Cultist of Entropy level 22
7th Decay 122nd year of Ascendancy at 19:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Isthtie the Cornac Cultist of Entropy level 16
1st Time of Equilibrium 122nd year of Ascendancy at 04:00 see stats
Log
Shadow hits Isthtie for 4 physical damage.
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Isthtie casts Cacophony.
War hound's mind is shattered by the void!
Shadow's mind is shattered by the void!
Ritch flamespitter's mind is shattered by the void!
Shadow's mind is shattered by the void!
Shadow's mind is shattered by the void!
Giant spider is wreathed in entropy.
Isthtie's spell attains critical power!
Isthtie loses 19 health to the entropy.
Isthtie evades War hound.
Something hits Isthtie for 97 darkness damage.
Something hits Giant spider for 123 darkness damage.
Something hits War hound for 148 darkness damage.
Ritch flamespitter spits flames!
Dark Whispers from Isthtie hits Ritch flamespitter for 52 darkness, 73 temporal (126 total damage).
Nihil from Isthtie hits Ritch flamespitter for 32 temporal damage.
Ritch flamespitter hits Isthtie for 77 fire damage.
Isthtie the level 27 cornac cultist of entropy was flamed to death by a ritch flamespitter on level 2 of Old Forest.
--------------------------------
You have 3 life(s) left.
Isthtie deactivates Twofold Curse.
Isthtie deactivates Revelation.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ritch flamespitter killed Isthtie!
Saving game...
Saving done.














































































































