











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! 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.
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Proper Possession 1.7.0
Frequently Asked Questions: 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:
ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.7.0This 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 Interact with the Mech 1.3.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 29 / 87% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued crystal at level 9 on the 8th Mirth 122nd year of Ascendancy at 03:59 1 / 6Killed by Leaon the human at level 18 on the 39th Dusk 122nd year of Ascendancy at 11:36 Killed by Lisarabeth the large white snake at level 22 on the 61st Dusk 122nd year of Ascendancy at 00:55 Killed by Emeleriata the wolf at level 23 on the 61st Dusk 122nd year of Ascendancy at 18:25 Killed by Islowyn the ruin banshee at level 29 on the 77th Haze 122nd year of Ascendancy at 12:50 Killed by Skrimer at level 29 on the 77th Haze 122nd year of Ascendancy at 14:00 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 89 (base 55) |
| Constitution | 32 (base 10) |
| Magic | 31 (base 28) |
| Willpower | 19 (base 11) |
| Cunning | 76 (base 42) |
Resources
| Life | 716/716 |
| Psi | 109/109 |
| Stamina | 222/222 |
| Equilibrium | 0 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 24.433934041137 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 47.237717309058 |
| See Invisible | 53.237717309058 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 56 |
| Crit Chance | 43% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +12% |
| Nature | +15% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67 (100%) |
| Defense | 84 |
| Ranged Defense | 86 |
| Fatigue | 1.5825702270645 |
| Physical Save | 39 |
| Spell Save | 30 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 26%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 39%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Confusion Resistance | 27% |
| Disarm Resistance | 20% |
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
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 624 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Poisons | 2.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You failed to protect the injured seer from death by Gleta the giant spider. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +8. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +8. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Turtle (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within3 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 | pair of hardened leather boots 'Yvada' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +6 Cun +3 Con ----- def ----- Armour +3 Phys.save +15 (+5 eff.) Mind.save +16 (+6 eff.) Silence- +21% Confus- +27% Stun/Frz- +28% ---------- misc Stam/turn +0.30 Max.stam +15.00 See.Invis +6 A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Lustrestrike' (15/15, 30-36 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 15 Ranged+ +20 acid +8 light On Hit.r1 +20 light +20 acid On Hit: * 20% chance to reduce armor by 24% On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Koryrand'1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight +6% mind Spell.save +9 (+4 eff.) Die.at -80.00 life Max.HP +20.00 HP.reg +8.00 Disarm- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Salodath' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +6 On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Armour +3 Fatigue +3% Resists +13% lightning +9% temporal +6% nature +9% light Phys.save +12 (+4 eff.) A cap made of leather. |
| On hands | heroic drakeskin leather gloves of regeneration (0 def, 7 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Mind.save +7 (+3 eff.) Max.HP +58.00 HP.reg +2.70 ---------- misc Stam/turn +0.50 Psi/turn +0.17 Unarmed combat: Power 29.5 - 32.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lisowyn the ash totem of healing [power 170] (12 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +10 Resists +5% arcane Crit.dmg- 5.00% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 12 cooldown 100% to reduce fatigue by 31% for 2 turns. 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Kygund0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% physical ----- def ----- Resists +6% nature Mind.save +3 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | warrior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag dps ---------- Melee+ 14 light Ranged+ 13 light Dmg.mod +12% light ----- def ----- Armour +8 Rings make your fingers look great! |
| Around neck | steel amulet 'Blizzardzephyr'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +10% cold ----- def ----- Defense +30 (+6 eff.) Fatigue -6% Resists +3% blight +12% lightning HP.reg +2.00 Stun/Frz- +20% Knockbk- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +6 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Stealth +5 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 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. |
Inventory
heroism infusion of the titan (die at -335; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -335 life. The duration and life will increase by 1% for every 1% life you have lost (currently 335 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 wizard (die at -510; dur 7; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -510 life. The duration and life will increase by 1% for every 1% life you have lost (currently 510 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 647%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 647% 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. |
regeneration infusion of the psychic (heal 128; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 35%; 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 35% 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 sneak (res 34%; magical; 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 magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Scalddeath the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% blight +6% physical +3% light ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
insulating copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
steel amulet 'Phoenixgrind'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Crit.mult +14.00% Dmg.mod +12% lightning Acc +6 (+2 eff.) Apr +14 Melee Ret 8 fire ----- def ----- Resists +9% fire Amulets make your neck look great! |
clarifying gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
Sootpower the copper ring =+mag=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% arcane Res.pen +5% darkness +10% arcane Melee Ret 2 darkness ----- def ----- Resists +5% arcane +6% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
copper ring 'Ce'Nynor'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Defense +15 (+3 eff.) Resists +10% mind +6% nature Rings make your fingers look great! |
savior's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Isona the steel ring =+mag=0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag +3 Wil +1 Con dps ---------- Dmg.mod +11% lightning +13% cold ----- def ----- Resists +22% lightning +26% cold Spell.save +11 (+5 eff.) ---------- misc Max.stam +10.00 Light +2 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 40 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
savior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +34.00 Disarm- +30% Pinning- +20% Knockbk- +29% Rings make your fingers look great! |
infernal yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] 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: dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +13 (+7 eff.) Melee+ 17 fire Dmg.mod +20% lightning ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of greater warding (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] 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: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% physical ----- def ----- Armour +8 Defense +8 (+1 eff.) ---------- misc Mana/turn +0.22 Max.mana +45.00 Wards +3 physical Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged dwarven-steel battleaxe (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 mind On Hit: * 21% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +5 Wil Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of massacre (45-68 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+3 eff.) Apr +10 Massive two-handed battleaxes. |
Emutira the steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Spell.pwr +15 (+8 eff.) S.pwr/crit +8 Melee Ret 2 arcane 4 blight ---------- misc Vim/s.crit +2.00 Max.vim +40.00 One-handed war axes. |
dwarven-steel dagger (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
horrifying thorny mindstar of disruption (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 3 darkness Dmg.mod +5% mind +2% darkness ---------- misc 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. |
throat-seeking yew longbow of true flight4.0 T3 longbow 2H weapon [Ego++] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +21 nature On Crit: * silences the target While equipped: dps ---------- Phys.crit +11.0% Res.pen +9% nature Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
fungal hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon [Ego] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun +3 Con dps ---------- Res.pen +6% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 72 life over 5 turns Puts all charms on 16 cooldown Slings are used to hurl stones or metal shots at your foes. |
quiver of yew arrows of persecution (22/22, 33-46 power, 10 apr)3.0 T3 arrow ammo [Ego] Disrupt Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Against +11% Unnatural +15% Unliving Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (12/12, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of daylight (16/16, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +5 light Against +5% Undead Shots are used with slings to pummel your foes to death. |
Arthyvor (0 def, 4 armour) =+mag=2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +4 Resists +3% cold +7% all HP.reg +4.00 ---------- misc Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Thunderzeal the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +7 Cun +5 Wil dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +9% all Melee Ret 6 lightning ----- def ----- Resists +9% all Crit.dmg- 10.00% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of light (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +19% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mind (+10%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+3 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 20 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +14 (+5 eff.) A suit of armour made of mail. |
Khelyleg the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Resists +6% blight Max.HP +34.00 ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Cuthudig'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Phys.save +6 (+2 eff.) HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
Scorpionnigh the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% arcane +21% nature Res.pen +10% acid Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +16% acid +7% fire +7% lightning +8% cold A belt that goes around your waist. |
Betera the Squalorenvy (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Wil +5 Cun dps ---------- Melee Ret 2 nature ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camefang the Greenimmortal (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% nature Melee Ret 6 cold ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% nature +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhurek (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% nature +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dairerafang' (1 def, 0 armour) =+mag=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +5 Mag +1 Wil dps ---------- Spell.pwr +15 (+8 eff.) ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 10.00% ---------- misc Max.vim +20.00 See.Invis +3 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 Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duraduntir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +3 Dex dps ---------- Dmg.mod +12% mind ----- def ----- Armour +1 Resists +6% fire +9% nature +3% light Stealth +6 A pair of boots made of leather. |
dreamer's pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +2 Cun ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown A pair of boots made of leather. |
pair of rough leather boots 'Charpiety' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Mind.crit +3% Dmg.mod +6% fire Res.pen +20% mind ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
pair of rough leather boots of phasing (0 def, 1 armour) =+mag=2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown A pair of boots made of leather. |
pair of dwarven-steel boots 'Splendourquick' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% arcane +6% blight Res.pen +10% arcane Melee Ret 4 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Armour +4 Fatigue -5% Phys.save +9 (+3 eff.) ---------- misc Max.enc +28 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% blight Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Amadunaran the Kilnstreak (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 7 darkness 7 light Dmg.mod +3% darkness +6% fire +3% light +12% arcane ----- def ----- Armour +2 Resists +5% darkness +7% light Phys.save +14 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 physical On Hit: 20% Moonlight Ray 3 On Hit: 10% Juggernaut 1 On Hit: 20% Searing Light 3 On Hit: * 7% chance to reduce damage dealt by 20% Juggernaut: (Instant) Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. |
Silimina (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +1 Wil +2 Con dps ---------- Dmg.mod +11% blight Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Resists +11% blight +9% acid ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Swampblur' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +9% darkness Spell.save +6 (+3 eff.) A cap made of leather. |
Gyhor the Chillrip (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.crit +1% Crit.mult +5.00% Dmg.mod +9% blight Res.pen +15% cold +15% temporal ----- def ----- Armour +3 Fatigue +3% Resists +3% temporal +15% cold Phys.save +11 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.04 Max.vim +10.00 Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
hardened leather cap 'Hazerupture' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Disrupt/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness +6% temporal +6% light +5% arcane +7% blight +7% fire +7% nature +5% cold ---------- misc Infravis +4 A cap made of leather. |
hardened leather cap 'Shinepanic' (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +4 Dex +3 Wil +8 Cun +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind Acc +7 (+2 eff.) Melee Ret 10 mind On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% Resists +6% light +6% mind ---------- misc Light +2 A cap made of leather. |
11 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
10 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. |
11 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. |
4 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. |
5 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. |
3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
2 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
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. |
323 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +6 ---------- misc Light +4 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. |
Duritar (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Crit.mult +10.00% Res.pen +10% mind ---------- misc Max.psi +30.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Kilnhunger (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
Glimmertooth the iron torque of gale force [power 100] (12 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light +3% arcane Res.pen +5% blight +5% light ----- def ----- Resists +5% arcane Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 12 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Xerulebrevena [power 270] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +12% arcane +15% temporal Res.pen +20% acid ----- def ----- Resists +6% acid +12% temporal ---------- misc Max.vim +20.00 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 716 Base Damage: 308 Armor: 26 All Resist: 30 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Elulaith the Thunderbreeze [power 194] (16 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% lightning Melee Ret 2 nature Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase all damage by 12% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skrimer the Halfling Skirmisher level 27
50th Haze 122nd year of Ascendancy at 04:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Skrimer the Halfling Skirmisher level 22
61st Dusk 122nd year of Ascendancy at 07:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Skrimer the Halfling Skirmisher level 29
77th Haze 122nd year of Ascendancy at 08:11 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Skrimer the Halfling Skirmisher level 29
77th Haze 122nd year of Ascendancy at 14:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Skrimer the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 17:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Skrimer the Halfling Skirmisher level 20
45th Dusk 122nd year of Ascendancy at 22:02 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Skrimer the Halfling Skirmisher level 27
38th Haze 122nd year of Ascendancy at 20:04 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Skrimer the Halfling Skirmisher level 22
61st Dusk 122nd year of Ascendancy at 00:54 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Skrimer the Halfling Skirmisher level 6
79th Pyre 122nd year of Ascendancy at 13:23 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Skrimer the Halfling Skirmisher level 22
60th Dusk 122nd year of Ascendancy at 21:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Skrimer the Halfling Skirmisher level 16
6th Dusk 122nd year of Ascendancy at 18:44 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Skrimer the Halfling Skirmisher level 29
77th Haze 122nd year of Ascendancy at 14:00 see stats
Log
Skrimer tries to evade attacks.
Islowyn the ruin banshee is covered in a veil of shadows!
Skrimer HEALS from acid damage!
Islowyn the ruin banshee hits Skrimer for (70 reacted , -5 stam), 146 acid, 36 healing, 87 acid, 15 healing (234 total damage) [51 healing].
Islowyn the ruin banshee hits Turtle for 146 darkness, 8 acid, 43 blight, 9 fire, 61 darkness, 64 darkness, 8 acid, 43 blight, 9 fire, 61 darkness, 81 acid (533 total damage).
Skrimer reacts to damage from Islowyn the ruin banshee, mitigating the blow!.
Islowyn the ruin banshee killed Turtle!
Islowyn the ruin banshee hits Skrimer for (71 reacted , -5 stam), 139 acid (139 total damage).
Skrimer the level 29 halfling skirmisher was melted to death by Islowyn the ruin banshee on level 1 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Islowyn the ruin banshee killed Skrimer!
Saving game...
Talent Infusion: Wild is ready to use.
Talent Infusion: Healing is ready to use.
Talent Trained Reactions is ready to use.
Resting starts...
Saving done.
Talent Bombardment is ready to use.
Talent Turtle is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Primal is ready to use.
Talent Indomitable is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





















































































































