








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 1.7.4Official 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Brawler |
Level / Exp | 37 / 85% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 201 (base 60) |
Dexterity | 104 (base 60) |
Constitution | 65 (base 20) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 48 (base 60) |
Resources
Life | 1454/1454 |
Stamina | 253/253 |
Healing Factor | 1.7341355335885 |
Regeneration | 42.052786689521 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 59.930670870972 |
See Invisible | 59.930670870972 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 199 |
Accuracy | 80 |
Crit Chance | 30% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Fire | -10% |
Light | +10% |
Temporal | +10% |
Cold | +10% |
Physical | +26% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Physical | +8% |
Defense: Base
Armour (hardiness) | 31 (69.687909656376%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 12 |
Mental Save | 38 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 70%( 70%) |
All | + 12%( 70%) |
Darkness | + 38%( 70%) |
Light | + 53%( 70%) |
Temporal | + 39%( 70%) |
Physical | + 24%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 55%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 69% |
Inscriptions (4/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Grappling | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
talent | Trained Reactions |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | Increases defense by 28. Mobile Defense |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Elithra the forest troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 592. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed skeleton mage skull. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed green worm. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Dmg.mod +9% physical Apr +7 On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Resists +8% lightning +9% temporal +12% nature ---------- misc Max.stam +30.00 A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Melee+ 8 physical Dmg.mod +6% physical ----- def ----- Armour +10 Fatigue +5% Disarm- +49% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 135% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +9 physical On Crit.r2 +11 physical On Hit: 10% Disarm 5 On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +18 Dex -12 Cun +3 Con +11 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +6% Dmg.mod +6% mind Res.pen +15% light ----- def ----- Armour +4 Fatigue +4% Resists +16% darkness Phys.save +7 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.psi +40.00 Infravis +4 Battle Cry: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +80.00 HP.reg +14.00 Heal.mod +13% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Acc +30 (+6 eff.) ----- def ----- Resists +18% cold Mind.save +12 (+4 eff.) Die.at -60.00 life HP.reg +6.00 Stun/Frz- +31% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Defense +25 (+5 eff.) Resists +2% physical +34% fire +5% arcane +25% cold Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Amulets make your neck look great! |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +8% acid +11% physical +13% darkness +6% temporal +24% cold +8% lightning +5% fire ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Defense +17 (+3 eff.) Resists +6% acid +1% physical +16% light +13% blight +10% fire +14% nature Phys.save +10 (+3 eff.) Stealth +10 Die.at -40.00 life HP.reg +4.00 Heal.mod +15% ---------- misc Stam/turn +2.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +16% physical Res.pen +8% physical ----- def ----- Mind.save +10 (+4 eff.) Max.HP +49.00 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 253.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Mobility Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 10% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +15% lightning Stun/Frz- +25% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Wil dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Melee Ret 8 blight ----- def ----- Resists +11% physical ---------- misc Stam/turn +1.00 Equi/ret +0.12 Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% nature +5% blight Spell.save +9 (+8 eff.) Poison- +11% Disease- +11% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +11 Str +2 Wil +3 Cun +13 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight ---------- misc Equi/ret +0.08 Max.psi +20.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Mag +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 13 light Ranged+ 11 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+7 eff.) Dmg.mod +3% blight +31% cold Res.pen +20% blight +15% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +4 Hardiness +6% Phys.save +6 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +12 Wil +9 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) S.pwr/crit +8 Dmg.mod +25% cold ----- def ----- Armour +6 Hardiness +6% Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+7 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.20 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +13 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +48 fire While equipped: dps ---------- All.spd +4% Res.pen +23% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego+] Master Power 155% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego] Nature/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Acc +12 (+2 eff.) ----- def ----- Defense +14 (+2 eff.) Disarm- +41% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Nature Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +26 acid +51 nature While equipped: dps ---------- Res.pen +17% acid +19% nature Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Arcane/Nature Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +13 light Against +24% Undead While equipped: Stats +12 Str +12 Dex +10 Mag +9 Wil +7 Cun +5 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Arcane Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 12 While equipped: ----- def ----- Disease- +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego] Arcane/Psionic Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +19 light +23 mind Against +26% Undead On Hit: * 17% chance to reduce all saves and defense by 23 While equipped: Stats +5 Cun +3 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +3.0% Acc +7 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% fire ----- def ----- Resists +7% all +21% fire Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +25 (+5 eff.) Res.pen +10% physical ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +20% acid Die.at -80.00 life A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Resists +9% fire HP.reg +0.80 Heal.mod +13% ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +3% blight +6% cold +3% darkness +6% acid Crit.chn- 15.00% Spell.save +9 (+8 eff.) HP.reg +2.00 Heal.mod +32% Knockbk- +20% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical Melee Ret 4 physical ----- def ----- Armour +8 Defense +39 (+7 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +29.00% Phys.pwr +20 (+4 eff.) Acc +11 (+2 eff.) Apr +11 ----- def ----- Armour +12 Defense +2 (+0 eff.) Stealth +9 ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% light Melee Ret 4 light ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue +2% Phys.save +3 (+1 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +25% acid Apr +6 Melee Ret 10 light On Hit (Melee): * 10% chance to slow global speed by 50% * 10% chance to reduce armor by 22% ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 97% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 105% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 114% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Melee+ 5 physical Dmg.mod +3% physical On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +10 Fatigue +3% Resists +6% cold +9% fire Phys.save +14 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +55.00 Disarm- +26% Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 physical On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Battle Shout 3 On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 3 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 19 temporal Ranged+ 20 temporal Dmg.mod +9% mind +11% temporal Res.pen +25% arcane ----- def ----- Armour +3 Fatigue +5% Resists +18% nature +11% temporal ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Unarmed combat: Power 132% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +9% fire Crit.chn- 5.00% Mind.save +3 (+1 eff.) Die.at -20.00 life Max.HP +40.00 Poison- +10% Confus- +20% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +9 Defense +20 (+4 eff.) Fatigue +5% Resists +15% fire +6% cold Phys.save +6 (+2 eff.) Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1194.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+1 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 3.5 Pwr.cost 29 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 34.51 fire and 48.32 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +6 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% Res.pen +10% mind Melee Ret 2 mind ----- def ----- Armour +7 Fatigue +4% Resists +12% acid +6% fire +3% temporal +3% lightning ---------- misc Infravis +2 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1194.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 139 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Apr +3 ----- def ----- Armour +12 Defense +20 (+4 eff.) Resists +9% mind ---------- misc Max.stam +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bada the Skeleton Brawler level 34
32nd Regrowth 123rd year of Ascendancy at 14:50 see stats
By Bada the Skeleton Brawler level 33
30th Regrowth 123rd year of Ascendancy at 16:11 see stats
By Bada the Skeleton Brawler level 32
28th Regrowth 123rd year of Ascendancy at 09:28 see stats
By Bada the Skeleton Brawler level 12
21st Dusk 122nd year of Ascendancy at 14:59 see stats
By Bada the Skeleton Brawler level 36
41st Regrowth 123rd year of Ascendancy at 08:58 see stats
By Bada the Skeleton Brawler level 34
36th Regrowth 123rd year of Ascendancy at 14:05 see stats
By Bada the Skeleton Brawler level 25
75th Haze 122nd year of Ascendancy at 11:23 see stats
By Bada the Skeleton Brawler level 18
71st Dusk 122nd year of Ascendancy at 16:33 see stats
By Bada the Skeleton Brawler level 22
55th Haze 122nd year of Ascendancy at 10:05 see stats
By Bada the Skeleton Brawler level 21
76th Dusk 122nd year of Ascendancy at 19:14 see stats
By Bada the Skeleton Brawler level 10
2nd Summertide 122nd year of Ascendancy at 00:23 see stats
By Bada the Skeleton Brawler level 20
74th Dusk 122nd year of Ascendancy at 01:44 see stats
By Bada the Skeleton Brawler level 30
18th Regrowth 123rd year of Ascendancy at 22:06 see stats
By Bada the Skeleton Brawler level 21
15th Haze 122nd year of Ascendancy at 00:36 see stats
By Bada the Skeleton Brawler level 34
37th Regrowth 123rd year of Ascendancy at 13:23 see stats
By Bada the Skeleton Brawler level 14
42nd Dusk 122nd year of Ascendancy at 04:04 see stats
By Bada the Skeleton Brawler level 36
41st Regrowth 123rd year of Ascendancy at 10:12 see stats
By Bada the Skeleton Brawler level 12
6th Flare 122nd year of Ascendancy at 06:30 see stats
By Bada the Skeleton Brawler level 37
47th Regrowth 123rd year of Ascendancy at 23:05 see stats
By Bada the Skeleton Brawler level 21
23rd Haze 122nd year of Ascendancy at 04:24 see stats
By Bada the Skeleton Brawler level 15
58th Dusk 122nd year of Ascendancy at 22:59 see stats
By Bada the Skeleton Brawler level 21
22nd Haze 122nd year of Ascendancy at 12:00 see stats
By Bada the Skeleton Brawler level 22
46th Haze 122nd year of Ascendancy at 15:42 see stats
By Bada the Skeleton Brawler level 16
61st Dusk 122nd year of Ascendancy at 21:20 see stats
By Bada the Skeleton Brawler level 32
30th Regrowth 123rd year of Ascendancy at 02:05 see stats
Log
Naga tide huntress casts Water Bolt.
Naga tide huntress hits Bada for (33 flat reduction), 0 cold (0 total damage).
Bada picks up (A.): enhanced orite trident of daylight (147% power, 13 apr).
Naga tide huntress shoots!
Bada speeds up.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (naga tide huntress - offscreen)).
Naga tide huntress shoots!
You notice a trap (water siphon)!
Naga tide huntress feels pain again.
Naga tide huntress shoots!
Naga tide huntress shoots!
Naga tide huntress's Shoot misses Bada.
Bada throws two quick punches.
Bada slows down.
Bada performs a melee critical strike against Naga tide huntress!
Naga tide huntress starts to bleed.
Bada uses Disarm.
You collect a new ingredient: naga tongue (1).
Bada hits Naga tide huntress for 743 physical, 16 light, 10 physical, 32 physical, 313 physical (1115 total damage).
Bada killed Naga tide huntress!
Ran for 2 turns (stop reason: hostile spotted to the north (naga psyren)).