















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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 1.6.7Official 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 1.6.7Official 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:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Doomelf |
Class | Rogue |
Level / Exp | 50 / 812% |
Size | medium |
Lifes / Deaths | Killed by you mess with crabo's Temporal Clone at level 29 on the 47th Pyre 123rd year of Ascendancy at 18:07 0 / 8Killed by Vor, Grand Geomancer of the Pride at level 43 on the 53rd Haze 123rd year of Ascendancy at 19:08 Killed by Kra'Tor the Gluttonous at level 47 on the 79th Haze 123rd year of Ascendancy at 02:32 Killed by Argoniel at level 50 on the 70th Regrowth 124th year of Ascendancy at 07:36 Killed by venom wyrm at level 50 on the 70th Regrowth 124th year of Ascendancy at 11:53 Killed by Argoniel at level 50 on the 70th Regrowth 124th year of Ascendancy at 15:42 Killed by Argoniel at level 50 on the 70th Regrowth 124th year of Ascendancy at 18:54 Killed by Argoniel at level 50 on the 70th Regrowth 124th year of Ascendancy at 22:29 |
Primary Stats
Strength | 38 (base 17) |
Dexterity | 95 (base 60) |
Constitution | 87 (base 60) |
Magic | 38 (base 14) |
Willpower | 73 (base 22) |
Cunning | 98 (base 60) |
Resources
Life | -439/1512 |
Mana | 589/589 |
Stamina | 338/354 |
Steam | 100/100 |
Healing Factor | 1.1666987018764 |
Regeneration | 25.142357025436 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -998 |
Infravision | 15 |
See Stealth | 69.301876994599 |
See Invisible | 69.301876994599 |
Stealth | 3.5527136788005E-15 |
Offense: Mainhand
Damage | 125 |
Accuracy | 49 |
Crit Chance | 55% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 49 |
Crit Chance | 41% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Light | +24% |
Nature | +177% |
Darkness | +47% |
Mind | +30% |
All | +15% |
Offense: Damage Penetration
Nature | +45% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.044376491274 (100%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 34 |
Mental Save | 43 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 70%( 70%) |
Physical | + 52%( 70%) |
Cold | + 49%( 70%) |
All | + 42%( 70%) |
Darkness | + 45%( 70%) |
Light | + 59%( 80%) |
Temporal | + 52%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 50%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 625 life over 5 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 42 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 290 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.81 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Chant of Fortitude |
talent | Premonition |
talent | Trained Reactions |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 26% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target is infected by a disease, doing 115.35 blight damage per turn and reducing healing received by 115%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | Fight to the brink of death, can not die before going under -439 life (but life under 0 is not shown) and increases all resistances by 26%. Pain Suppressor Salve |
beneficial effect | Has 4 throwing knives prepared: 4 KnivesRange: 7 Net Damage: 138 - 193 Accuracy: 64 (knife) APR: 16 Crit Chance: +56% Crit mult: 188% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target has been splashed with acid, taking 46.47 acid damage per turn, reducing armour by 64 and attack by 56. Acid Splash |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Corruption of the Doomed · Stealth |
detrimental effect | The target is hexed. Each time it uses an ability it takes 116.67 fire damage, and talent cooldowns are increased by 103% plus 1 turn. Burning Hex |
beneficial effect | Reduces nature damage received by 14%. Premonition Shield |
beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 24 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The 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: 41. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed black mamba head. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +8% lightning +11% temporal +15% nature +2% physical Phys.save +9 (+3 eff.) Max.HP +40.00 HP.reg +4.00 Pinning- +15% Stun/Frz- +20% Knockbk- +15% Teleport- +100% ---------- misc Psi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Nature Power 15.0 - 21.0 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +4 mind +9 nature On Hit.r1 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Wil +0 Cun dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +9% nature +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +15% physical +3% darkness +13% cold +14% fire +12% nature +13% lightning Phys.save +38 (+10 eff.) Mind.save +0 (+0 eff.) ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +100% ---------- misc Talents +5 Iron Grip Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +8 Dex dps ---------- Dmg.mod +16% nature Acc +11 (+3 eff.) ----- def ----- Armour +6 Resists +32% nature Phys.save +12 (+4 eff.) Max.HP +70.00 HP.reg +14.00 Heal.mod +38% Blind- +22% Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% light +17% nature Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +9% lightning +6% temporal +3% darkness +37% blight +58% nature Poison- +60% Disease- +56% ---------- misc Light +3 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Cunning/Stealth Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Hit: * injects a simple virus dealing 90 blight damage on hit and lowering the victims highest stat On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +3 Mag +8 Wil dps ---------- Dmg.mod +30% nature +9% darkness Res.pen +25% nature Melee Ret 6 darkness ----- def ----- HP.reg +3.30 Heal.mod +24% A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego++] Nature Power 26.5 - 34.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * applies a stacking poison dealing 40 damage per turn While equipped: Stats +11 Str +7 Dex +7 Mag +15 Wil +9 Cun +15 Con ----- def ----- Max.HP +85.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Resists +30% lightning Poison- +50% Stun/Frz- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 50 physical 20 nature slow 20 poison ----- def ----- Armour +35 Hardiness +30% Defense +10 (+2 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+3 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
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 66 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 8 turns. While Heroism is active, you will only die when reaching -960 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2200 life, 18 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 719% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 534 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 |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +22% nature +18% blight Poison- +34% Disease- +38% ---------- misc Masteries +0.28 Technique/Throwing knives +0.28 Technique/Dual techniques Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Mind.pwr +11 (+4 eff.) Acc +9 (+3 eff.) Apr +16 ----- def ----- Mind.save +10 (+3 eff.) Confus- +17% Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +15% nature +6% fire Melee Ret 4 fire ----- def ----- Resists +15% lightning +9% nature Phys.save +8 (+3 eff.) Rings can have magical properties. |
![]() 0.1 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. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 19.94 cold and 19.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 32 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +10 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +35 (+12 eff.) Blind- +39% Confus- +50% ---------- misc Psi/ret +0.16 Max.psi +58.09 Light +3 Infravis +6 See.Stealth +25 See.Invis +25 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Melee+ 35 physical Ranged+ 22 physical Dmg.mod +12% mind Melee Ret 6 acid On Hit (Melee): * 19% chance to reduce all saves and defense by 33 On Hit (Ranged): * 13% chance to reduce all saves and defense by 33 ----- def ----- Resists +39% acid +6% darkness +30% fire +24% cold +30% lightning Blind- +50% ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 Max.hate +15.00 Infravis +6 See.Stealth +25 See.Invis +24 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun +5 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness +15% fire Res.pen +20% fire +34% cold Melee Ret 14 lightning ----- def ----- Defense +15 (+3 eff.) Resists +27% lightning ---------- misc Psi/ret +0.20 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 78.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 49 cold damage (1/turn) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +21 (+7 eff.) Dmg.mod +42% cold Res.pen +42% cold Massive two-handed swords. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 41.0 - 53.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +41 acid +44 nature On Hit: * 21% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str dps ---------- Phys.crit +19.0% Phys.pwr +12 (+4 eff.) Res.pen +16% acid +25% nature Apr +15 ----- def ----- Resists +5% arcane Sharp, short and deadly. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 92.0 - 128.8 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +36 Crit +21.0% Capacity 23 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
![]() 6.0 T4 mummy armor [Ego] Nature/Psionic While equipped: Stats +8 Wil +16 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% darkness +15% cold +26% nature +15% arcane Melee Ret 0 physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +39% nature -25% fire ---------- misc Mana/turn +0.24 Psi/turn +0.29 Decaying mummy wrappings. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+8 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 33, based on Cunning and Magic) for 10 turns. Uses 27 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Nature While equipped: Stats +10 Mag ----- def ----- Max.HP +70.00 ---------- misc Mana/turn +0.51 Max.mana +60.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +5 Cun +4 Con dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Spell.pwr +10 (+5 eff.) Dmg.mod +3% blight Res.pen +15% arcane +5% temporal Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+0 eff.) Fatigue -6% Resists +3% temporal Phys.save +15 (+4 eff.) Max.HP +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +8 Mind.save +5 (+2 eff.) Max.HP +45.00 Unarmed combat: Power 33.5 - 36.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +5 Wil +8 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Defense +22 (+5 eff.) Shield.pwr +7% Mind.save +8 (+3 eff.) HP.reg +2.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +15% fire +14% lightning +15% cold Skullcracker: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 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 154.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +8 Dex +3 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +11% cold +18% mind +13% fire Mind.save +22 (+7 eff.) Max.HP +40.00 Confus- +37% ---------- misc See.Invis +6 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 14 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 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.(129 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 511] amazing healing salve [power 511]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Heal 511 Puts Talent Medical Injector on 8 cooldown Medical salve. |
powerful pain suppressor salve [power 320] powerful pain suppressor salve [power 320]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Let you fight up to -320 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 448] amazing pain suppressor salve [power 448]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Let you fight up to -448 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By you mess with crabo the Doomelf Rogue level 30
63rd Pyre 123rd year of Ascendancy at 05:50 see stats
By you mess with crabo the Doomelf Rogue level 49
26th Regrowth 124th year of Ascendancy at 03:12 see stats
By you mess with crabo the Doomelf Rogue level 29
47th Pyre 123rd year of Ascendancy at 20:45 see stats
By you mess with crabo the Doomelf Rogue level 48
25th Regrowth 124th year of Ascendancy at 19:26 see stats
By you mess with crabo the Doomelf Rogue level 38
78th Dusk 123rd year of Ascendancy at 09:37 see stats
By you mess with crabo the Doomelf Rogue level 32
10th Flare 123rd year of Ascendancy at 00:03 see stats
By you mess with crabo the Doomelf Rogue level 16
47th Haze 122nd year of Ascendancy at 03:57 see stats
By you mess with crabo the Doomelf Rogue level 31
75th Pyre 123rd year of Ascendancy at 13:00 see stats
By you mess with crabo the Doomelf Rogue level 45
67th Haze 123rd year of Ascendancy at 20:43 see stats
By you mess with crabo the Doomelf Rogue level 19
70th Haze 122nd year of Ascendancy at 00:09 see stats
By you mess with crabo the Doomelf Rogue level 26
28th Pyre 123rd year of Ascendancy at 08:13 see stats
By you mess with crabo the Doomelf Rogue level 48
16th Regrowth 124th year of Ascendancy at 15:29 see stats
By you mess with crabo the Doomelf Rogue level 28
44th Pyre 123rd year of Ascendancy at 22:05 see stats
By you mess with crabo the Doomelf Rogue level 6
77th Pyre 122nd year of Ascendancy at 07:59 see stats
By you mess with crabo the Doomelf Rogue level 30
58th Pyre 123rd year of Ascendancy at 03:54 see stats
By you mess with crabo the Doomelf Rogue level 49
25th Regrowth 124th year of Ascendancy at 20:16 see stats
By you mess with crabo the Doomelf Rogue level 10
3rd Mirth 122nd year of Ascendancy at 21:54 see stats
By you mess with crabo the Doomelf Rogue level 20
2nd Wintertide 123rd year of Ascendancy at 21:35 see stats
By you mess with crabo the Doomelf Rogue level 30
47th Pyre 123rd year of Ascendancy at 20:45 see stats
By you mess with crabo the Doomelf Rogue level 40
8th Haze 123rd year of Ascendancy at 04:25 see stats
By you mess with crabo the Doomelf Rogue level 50
28th Regrowth 124th year of Ascendancy at 09:07 see stats
By you mess with crabo the Doomelf Rogue level 24
51st Regrowth 123rd year of Ascendancy at 20:27 see stats
By you mess with crabo the Doomelf Rogue level 47
79th Haze 123rd year of Ascendancy at 04:26 see stats
By you mess with crabo the Doomelf Rogue level 15
34th Dusk 122nd year of Ascendancy at 07:24 see stats
By you mess with crabo the Doomelf Rogue level 41
44th Haze 123rd year of Ascendancy at 04:46 see stats
By you mess with crabo the Doomelf Rogue level 34
42nd Dusk 123rd year of Ascendancy at 07:42 see stats
By you mess with crabo the Doomelf Rogue level 26
27th Pyre 123rd year of Ascendancy at 05:35 see stats
By you mess with crabo the Doomelf Rogue level 31
5th Flare 123rd year of Ascendancy at 21:14 see stats
By you mess with crabo the Doomelf Rogue level 17
57th Haze 122nd year of Ascendancy at 03:02 see stats
By you mess with crabo the Doomelf Rogue level 39
7th Haze 123rd year of Ascendancy at 23:29 see stats
By you mess with crabo the Doomelf Rogue level 20
4th Allure 123rd year of Ascendancy at 06:28 see stats
By you mess with crabo the Doomelf Rogue level 50
66th Regrowth 124th year of Ascendancy at 15:20 see stats
By you mess with crabo the Doomelf Rogue level 13
15th Dusk 122nd year of Ascendancy at 18:25 see stats
By you mess with crabo the Doomelf Rogue level 34
24th Dusk 123rd year of Ascendancy at 06:51 see stats
By you mess with crabo the Doomelf Rogue level 31
75th Pyre 123rd year of Ascendancy at 19:16 see stats
By you mess with crabo the Doomelf Rogue level 19
71st Haze 122nd year of Ascendancy at 04:15 see stats
By you mess with crabo the Doomelf Rogue level 28
46th Pyre 123rd year of Ascendancy at 12:51 see stats
Log
You mess with crabo is afflicted by an epidemic!
Argoniel misses you mess with crabo.
you mess with crabo evades Argoniel.
Argoniel's spell attains critical power!
you mess with crabo damages himself through Martyrdom!
Deadly Poison from You mess with crabo hits Argoniel for 317 nature damage.
Bleeding from You mess with crabo hits Argoniel for 52 physical damage.
Vulnerability Poison from You mess with crabo hits Argoniel for 21 arcane damage.
Poison from You mess with crabo hits Argoniel for 28 nature damage.
Argoniel hits you mess with crabo for 26 nature, 2 arcane, 2 nature, 5 physical (35 total damage).
Bone Spike hits you mess with crabo for 43 physical damage.
Argoniel receives 100 healing from Blood Splash.
You mess with crabo uses Throwing Knives.
you mess with crabo damages himself through Martyrdom!
You mess with crabo's Throwing Knife hits Argoniel for 61 physical, 12 darkness (73 total damage).
Argoniel hits you mess with crabo for 8 physical, 2 darkness (10 total damage).
Argoniel receives 100 healing from Blood Splash.
you mess with crabo the level 50 doomelf rogue was swallowed by the void to death by a Argoniel on level 11 of High Peak.
You mess with crabo deactivates Quickdraw.
You mess with crabo is free from the hex.
You mess with crabo is free from the acid.
You mess with crabo deactivates Trained Reactions.
You mess with crabo deactivates Apply Poison.
You mess with crabo deactivates Premonition.
You mess with crabo is not affected anymore by the salve.
You mess with crabo deactivates Chant of Fortitude.
The protective shield of You mess with crabo disappears.
You mess with crabo is free from the epidemic.
You mess with crabo is free from the hex.