












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. ZOmnibus Addon Pack 1.7.0Combines 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: 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. Ashes of Urh'Rok 1.7.3Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Embers of Rage 1.7.3Official 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 28 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Aerata the sandworm at level 17 on the 38th Dusk 122nd year of Ascendancy at 18:42 0 / 7Killed by Mayynne the warg at level 21 on the 51st Dusk 122nd year of Ascendancy at 10:58 Killed by ghast at level 24 on the 5th Haze 122nd year of Ascendancy at 18:27 Killed by Bethelaith the white ooze at level 26 on the 22nd Haze 122nd year of Ascendancy at 08:38 Killed by Mayiba the storm drake hatchling at level 28 on the 38th Haze 122nd year of Ascendancy at 16:36 Killed by Bethiba the grizzly bear at level 28 on the 51st Haze 122nd year of Ascendancy at 00:11 Killed by Archa at level 28 on the 51st Haze 122nd year of Ascendancy at 01:36 |
Primary Stats
| Strength | 35 (base 14) |
| Dexterity | 105 (base 60) |
| Constitution | 28 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 88 (base 52) |
Resources
| Life | 658/658 |
| Stamina | 134/224 |
| Healing Factor | 1.2856298990388 |
| Regeneration | 9.3208167680313 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -55% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 42.646342358568 |
| See Invisible | 48.646342358568 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 66 |
| Crit Chance | 51% |
| APR | 13 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +5% |
| Light | +32% |
| Darkness | +19% |
| Blight | +10% |
| Arcane | +6% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +20% |
| Nature | +25% |
| Lightning | +25% |
| Arcane | +15% |
| Fire | +53% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (57.155997060385%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 26%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 591 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| 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 753% 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Mayynne the warg. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by ice wyrm. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within5 lumberjacks have died. | 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 | miner's pair of rough leather boots of speed (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
| Quiver | pouch of voratun shots 'Brightgrinder' (48/48, 60-71 power, 13 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 59.5 - 71.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +16.0% Capacity 48 Projectile Speed +200% On-ranged-hit +27 physical On-Hit, radius 1 +20 fire On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 49% * 20% chance to knock the target back 3 spaces and deal 137 physical damage While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
| Light source | Galegrinder1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +15% lightning Crit Resistance 15.00% Life +50.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Scorchkiss' (5 def, 9 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +10 Str +7 Dex +4 Con offense ------ Physical Power +4 (+1 eff.) Damage +18% fire Ignore resists +20% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +3% Resistance +3% all Physical save +10 (+5 eff.) Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 167.7 Physical damage. If the attack hits, the target is confused (45% 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. |
| On hands | Alekor (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +6.0% On-Hit 8 lightning Damage +5% lightning +6% physical +6% arcane Ignore resists +20% physical defense ------ Armor +2 Resistance +7% lightning Unlife -80.00 life Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Radharachik [power 160] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +3 Wil offense ------ Mind Crit +2% other ------- Max psi +10.00 See Invis +6 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cobraglamour0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Dex +4 Cun +6 Con offense ------ Physical Power +6 (+2 eff.) Damage +10% blight Ignore resists +10% acid +25% nature Accuracy +6 (+1 eff.) defense ------ Resistance +10% blight Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +1 Mag +5 Cun offense ------ On-Hit 15 light On-Ranged-Hit 12 light Damage +12% light Accuracy +5 (+1 eff.) Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +5 Con offense ------ Move Speed +10% On-Hit 6 light 7 darkness Damage +7% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 19% * 7% chance to blind defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
| In main hand | Zubeta the hardened leather sling4.0 Encumbrance T3 sling 1H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% On-crit, radius 2 +26 fire While equipped: Stats +3 Cun +3 Str offense ------ Physical Power +7 (+2 eff.) Global Speed +4% Combat Speed +10% Ignore resists +8% fire defense ------ Resistance +5% arcane +9% temporal Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Frozenreign1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Dex offense ------ Physical Crit +6.0% Mind Crit +7% Ignore resists +5% arcane When Hit 8 arcane defense ------ Resistance +15% cold Crit Resistance 15.00% A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of the stars (0 def, 10 armour, 32-38 power, 113.5 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +114 On-hit +12 light +11 darkness While equipped: Stats +1 Cun +4 Mag offense ------ Damage +13% light +12% darkness defense ------ Armor +10 Fatigue +8% Resistance +13% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Stokeblood (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +30 (+8 eff.) Ignore resists +25% fire defense ------ Defense +1 (+0 eff.) Unlife -20.00 life other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Duathelbearer' (16 def, 11 armour)9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Dex offense ------ Ignore resists +10% arcane When Hit 6 arcane defense ------ Armor +11 Defense +16 (+4 eff.) Fatigue +8% Resistance +6% darkness +8% physical Physical save +10 (+5 eff.) Life +38.00 Life Regen +5.00 Healmod +14% A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 112; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. 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 |
heroism infusion of the duelist (die at -541; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -541 life. The duration and life will increase by 1% for every 1% life you have lost (currently 541 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (die at -552; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -552 life. The duration and life will increase by 1% for every 1% life you have lost (currently 552 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 73; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 73.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 256; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Kindleravager0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Str +2 Wil +1 Cun offense ------ Mindpower +6 (+3 eff.) defense ------ Resistance +12% fire Mind save +6 (+3 eff.) Confus Resist +11% other ------- Light +2 Infravision +1 Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+11 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Betaratira the Earthpall0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil +1 Mag offense ------ Damage +10% mind Ignore resists +25% nature defense ------ Resistance +10% mind other ------- See Invis +3 Rings make your fingers look great! |
marksman's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +11% blight Accuracy +4 (+1 eff.) defense ------ Resistance +11% blight Rings make your fingers look great! |
titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +23.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +29% Rings make your fingers look great! |
Blindsnake (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +5 Con offense ------ Spell Crit +3% Critical power +10.00% Spellpower +15 (+9 eff.) Damage +20% physical defense ------ Resistance +2% physical Unlife -40.00 life Life Regen +1.10 Healmod +17% Stun Resist +10% other ------- Equi when Hit +0.32 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashoath (40-60 power, 5 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +1.5% Attack Speed 100% On-hit +13 blight On-Hit, radius 1 +16 physical On Hit: 20% Epidemic 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 10 While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Ignore resists +5% physical Accuracy +15 (+4 eff.) defense ------ Disease Resist +35% other ------- Light +3 Massive two-handed mauls. |
Drudur the Splendourream (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: offense ------ Damage +12% light +12% cold Ignore resists +10% cold When Hit 8 light defense ------ Resistance +12% acid +9% light other ------- Light +3 Blunt and deadly. |
Windroar the steel waraxe (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 nature While equipped: Stats +3 Dex offense ------ Combat Speed +10% Damage +15% darkness Accuracy +11 (+3 eff.) defense ------ Resistance +6% lightning +5% arcane +6% blight Spell save +18 (+13 eff.) One-handed war axes. |
balanced dwarven-steel waraxe (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +28% One-handed war axes. |
Sleetsmasher (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +16 acid On-Hit, radius 1 +12 acid While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +12% cold Ignore resists +25% acid defense ------ Resistance +12% blight Physical save +7 (+3 eff.) Spell save +5 (+5 eff.) Mind save +4 (+2 eff.) other ------- Equi when Hit +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's rough leather sling of fire4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +6 fire While equipped: Stats +2 Dex offense ------ Damage +9% fire Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Urthofast'4.0 Encumbrance T2 sling 1H weapon [Random Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 10 While equipped: Stats +3 Cun +1 Mag offense ------ Critical power +5.00% Spellpower +5 (+4 eff.) Combat Speed +10% Ignore resists +6% all +6% physical Accuracy +8 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
blazing pouch of steel shots of erosion (20/20, 23-28 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +6 nature +11 fire On-crit, radius 2 +7 fire Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of paradox (20/20, 42-50 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane/Psionic Weapon Damage 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 Auto Reload 6 On-ranged-hit +7 temporal +5 mind On Hit: * 7% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 23 Shots are used with slings to pummel your foes to death. |
reinforced steel shield of resilience (0 def, 5 armour, 14-17 power, 70 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 14.5 - 17.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +70 While equipped: defense ------ Armor +5 Fatigue +8% Life +40.00 other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+9 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. |
enlightening hardened leather armour of command (19 def, 11 armour)9.0 Encumbrance T3 light armor [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil defense ------ Armor +11 Defense +19 (+5 eff.) Fatigue +8% Mind save +28 (+13 eff.) A suit of armour made of leather. |
Xanomitha (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: offense ------ Ignore resists +10% arcane defense ------ Armor +9 Fatigue +22% Resistance +15% acid +9% fire +12% arcane +12% mind Spell save +16 (+12 eff.) Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of metal plates. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Borerak (21 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Mind Crit +2% Critical power +10.00% Mindpower +10 (+5 eff.) defense ------ Armor +6 Defense +21 (+5 eff.) Resistance +11% cold Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dayoblivion the pair of rough leather boots (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+4 eff.) When Hit 2 light defense ------ Armor +1 Defense +10 (+3 eff.) Resistance +6% lightning +5% temporal Unlife -20.00 life A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Yvyrivea the Flashquick (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Dex offense ------ On-Hit 7 nature 10 mind Damage +6% arcane +9% light +6% nature +5% mind Ignore resists +10% light Accuracy +6 (+1 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% nature +6% mind other ------- Light +3 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +9 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 nature +7 mind On Hit: 15% Perfect Strike 3 On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Venomous Breath 3 Steady Shot: Puts all charms on 17 cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range 8 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Relgiregogas' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +4 Cun +4 Con defense ------ Armor +1 Fatigue +1% Resistance +8% cold other ------- See Invis +9 Breathe water A cap made of leather. |
Turogovor the Voidparry (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% darkness Accuracy +15 (+4 eff.) Ignore Armor +4 On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Armor +3 Fatigue +5% Resistance +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+10 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
6 agate0.0 Encumbrance 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance 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. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
101 alchemist agate0.0 Encumbrance 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. |
brass lantern 'Glorawe'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +5% arcane Crit Resistance 10.00% Physical save +9 (+4 eff.) Spell save +9 (+8 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Life +20.00 other ------- Light +3 See Stealth +6 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
miner's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Gothra the Abysszeal [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% fire Ignore resists +5% fire On-Hit (Melee): * 20 arcane resource burn Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Frozenvengeance' [power 314] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +10% arcane When Hit 8 arcane defense ------ Resistance +3% lightning +15% fire +6% nature Life +20.00 Cut Resist +20% Sting an enemy dealing 314 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Archa the Thalore Archer level 21
64th Dusk 122nd year of Ascendancy at 04:09 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Archa the Thalore Archer level 22
3rd Haze 122nd year of Ascendancy at 07:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Archa the Thalore Archer level 23
4th Haze 122nd year of Ascendancy at 15:46 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Archa the Thalore Archer level 28
40th Haze 122nd year of Ascendancy at 03:35 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Archa the Thalore Archer level 28
50th Haze 122nd year of Ascendancy at 23:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Archa the Thalore Archer level 10
6th Mirth 122nd year of Ascendancy at 01:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Archa the Thalore Archer level 20
49th Dusk 122nd year of Ascendancy at 06:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Archa the Thalore Archer level 22
1st Haze 122nd year of Ascendancy at 22:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Archa the Thalore Archer level 25
6th Haze 122nd year of Ascendancy at 01:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Archa the Thalore Archer level 17
38th Dusk 122nd year of Ascendancy at 21:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Archa the Thalore Archer level 12
7th Mirth 122nd year of Ascendancy at 20:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Archa the Thalore Archer level 14
10th Dusk 122nd year of Ascendancy at 21:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Archa the Thalore Archer level 22
4th Haze 122nd year of Ascendancy at 00:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Archa the Thalore Archer level 15
33rd Dusk 122nd year of Ascendancy at 15:44 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Archa the Thalore Archer level 28
51st Haze 122nd year of Ascendancy at 01:36 see stats
Log
Explosive Saw from Bethiba the grizzly bear killed Archa!
Saving game...
Resting starts...
Talent Called Shots is ready to use.
Archa uses Track.
Talent Vital Shot is ready to use.
Talent Infusion: Healing is ready to use.
Talent Trained Reactions is ready to use.
Your summoned treant disappears.
Your summoned treant disappears.
Talent Tumble is ready to use.
Talent Intuitive Shots is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Track is ready to use.
Archa uses Track.
Talent Rapid Shot is ready to use.
Talent Evasion is ready to use.
Talent Gift of the Woods is ready to use.
Talent Track is ready to use.
Archa uses Track.
Talent Nature's Pride is ready to use.
Rested for 43 turns (stop reason: all resources and life at maximum).
Saving done.
Archa activates Intuitive Shots.
Archa activates Trained Reactions.
Archa activates Rapid Shot.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




















































































































