












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.0Donators/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 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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:
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.0Official 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 | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 32 / 96% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 60 (base 60) |
Constitution | 89 (base 60) |
Magic | 99 (base 60) |
Willpower | 92 (base 60) |
Cunning | 92 (base 60) |
Resources
Steam | 0/100 |
Mana | 178/178 |
Equilibrium | 0 |
Psi | 147/147 |
Life | 11777/11777 |
Positive | 123/123 |
Stamina | 288/288 |
Paradox | 300 |
Healing Factor | 1.9328604441647 |
Regeneration | 584.46220682741 |
Speed
Mental | +44.14% |
Attack | +57.406319046351% |
Movement | +69.8% |
Spell | +44.14% |
Global | +155.8% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 8 |
See Stealth | 64.413793757177 |
See Invisible | 87.413793757177 |
Offense: Mainhand
Damage | 161 |
Accuracy | 74 |
Crit Chance | 78% |
APR | 24 |
Speed | 0.69 |
Offense: Spell
Spellpower | 177 |
Crit Chance | 60% |
Speed | 0.69376994588595 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 172 |
Crit Chance | 55% |
Speed | 0.63529851028759 |
Offense: Damage Bonus
Acid | +6% |
Blight | +6% |
Arcane | +40% |
Cold | +40% |
All | 0% |
Physical | +3% |
Lightning | +60% |
Light | +60% |
Temporal | +6% |
Mind | +9% |
Darkness | +48% |
Fire | +123% |
Nature | +9% |
Offense: Damage Penetration
Arcane | +25% |
Lightning | +71% |
Fire | +30% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 125.025 (30%) |
Defense | 66 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 53 |
Mental Save | 82 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 42%( 70%) |
Physical | + 32%( 70%) |
Mind | + 20%( 70%) |
All | + 17%( 70%) |
Darkness | + 42%( 70%) |
Light | + 13%( 70%) |
Fire | + 33%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Knockback Resistance | 30% |
Stun Resistance | 45% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Sniper | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Molten Iron Blood |
talent | Chant of Fortitude |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Thunderstorm |
talent | Apply Poison |
talent | Tempest |
talent | Feather Wind |
talent | Thought-Form: Bowman |
talent | Living Lightning |
talent | Shielding |
talent | Beyond the Flesh |
talent | Insidious Poison |
talent | Intuitive Shots |
talent | Volatile Poison |
talent | Thermal Shield |
talent | Energy Decomposition |
talent | Shadow Combat |
talent | Kinetic Shield |
talent | Kinetic Aura |
talent | Shadow Feed |
talent | Lightning Infusion |
talent | Hurricane |
talent | Essence of Speed |
talent | Automated Cloak Tessellation |
talent | Rocket Pod |
talent | Thermal Aura |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
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 talent Vitality (+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 Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the hall of reflections. * 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: 125. | 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. | 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: * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. * You've found the needed vampire lord fang. 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 sandworm tooth. * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | active |
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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 4.0 T3 longbow 1H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 cold On Hit.r1 +4 cold On Crit.r2 +8 acid On Hit: * 20% chance to slow global speed by 102% While equipped: Stats +12 Con +15 Wil dps ---------- Dmg.mod +9% nature ----- def ----- Resists +15% nature +3% acid Max.HP +74.00 Longbows are used to shoot arrows at your foes. |
Quiver | ![]() 3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 35.5 - 49.7 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 47 Ranged+ +21 physical On Hit.r1 +12 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 508 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +8% darkness +6% temporal Melee Ret 16 fire 2 temporal On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 56 * 25% chance to reduce damage dealt by 55% ----- def ----- Resists +5% light +7% fire Affinity +5% darkness Mind.save +10 (+2 eff.) ---------- misc Light +4 Infravis +4 See.Stealth +14 See.Invis +10 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 652.36 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. The set is complete. While equipped: Stats +10 Cun dps ---------- Melee+ 40 darkness Dmg.mod +20% darkness ----- def ----- Armour +3 Fatigue +3% Dmg.red +30 all Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +30% Knockbk- +30% ---------- misc Light -1 Masteries +0.10 Cunning/Stealth Retch: Level 2.0 Pwr.cost 47 out of 80/80. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 55 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +12 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +6% acid +6% blight ----- def ----- Armour +5 Disease- +37% ---------- misc Spell.cld 10% A pair of boots made of leather. This object's appearance was changed to pair of drakeskin leather boots. |
Tool | ![]() 2.0 T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1522 Base Damage: 700 Armor: 50 All Resist: 31 Puts all charms on 33 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +16 mind +12 fire On Hit.r1 +4 mind While equipped: dps ---------- Dmg.mod +9% mind +17% fire Res.pen +5% fire ----- def ----- Resists +3% mind Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Flamewrought. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +3 Cun +6 Str dps ---------- Dmg.mod +21% fire Melee Ret 10 nature ----- def ----- Resists +12% acid HP.reg +3.60 Heal.mod +30% ---------- misc Light +3 See.Invis +12 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. The set is complete. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Abyssal Shroud: Level 2.0 Pwr.cost 47 out of 80/80. Range 6 Travel.spd instantaneous Is a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 77.03 darkness damage each turn, reduces light radius by 2, and darkness resistance by 52% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. This object's appearance was changed to Behemoth Hide. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 177.02 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (69% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 631% for 10 turns (18617 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +8 Lck +4 Cun dps ---------- Mind.crit +1% Acc +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +12% acid Unseen.red 12% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +6 (+1 eff.) Dmg.mod +7% acid +5% fire +7% cold +7% lightning Acc +7 (+1 eff.) Apr +15 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +3 Dex +6 Wil +8 Cun dps ---------- Crit.mult +5.00% Mind.pwr +13 (+1 eff.) Mov.spd +22% Dmg.mod +9% mind Acc +12 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +10% blight +12% nature +3% mind Die.at -80.00 life Poison- +22% Disease- +18% Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Dex +2 Wil +3 Cun dps ---------- Melee Ret 4 temporal ----- def ----- Resists +6% temporal Mind.save +4 (+1 eff.) ---------- misc See.Invis +15 Rings make your fingers look great! |
![]() 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 4 tidal wave that expands slowly over 7 turns, dealing 26.95 cold and 19.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 13 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 70 On Hit (Ranged): * 14% chance to reduce all saves and defense by 70 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 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 48%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 3.0 T3 battleaxe 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 30% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 68% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 30.0 - 39.0 Physical Uses 80% Cun Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +8.0% Atk.spd 100% Phasing +16% While equipped: Stats +2 Dex +2 Mag +4 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 102% ----- def ----- Crit.dmg- 15.00% ---------- misc See.Invis +18 Sharp, short and deadly. |
![]() 4.0 T4 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +16 blight +23 cold On Crit.r2 +12 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 56 While equipped: dps ---------- Dmg.mod +12% light +24% cold Res.pen +25% blight +10% light Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +1 Atk.spd 100% Range +6 Ranged+ +8 lightning While equipped: Stats +1 Wil +3 Con dps ---------- Dmg.mod +12% lightning +6% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +23 cold While equipped: Stats +9 Dex dps ---------- Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +2 Mag +2 Cun +2 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Resists +6% temporal +18% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +8 arcane On Crit.r2 +16 arcane While equipped: Stats +6 Str +4 Dex dps ---------- Spell.crit +1% Phys.pwr +15 (+4 eff.) Acc +20 (+5 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 33.0 - 46.2 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 cold +20 mind On Hit: * 20% chance to slow global speed by 102% While equipped: Stats +5 Str +3 Dex dps ---------- Acc +20 (+5 eff.) Melee Ret 6 physical ---------- misc Max.stam +20.00 Sharp, long, and deadly. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +17% cold +3% physical +3% fire Die.at -80.00 life Silence- +20% 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 [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +16% temporal Def/telep +10 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 [Ego+] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to spellcowled kruk cloak of the voidstalker. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Mind.crit +3% Spell.pwr +15 (+2 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +3% blight Acc +5 (+1 eff.) ----- def ----- Resists +7% all Mind.save +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +10% fire +5% cold ----- def ----- Resists +3% blight +16% nature +7% all Spell.save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 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. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +12% nature Res.pen +10% nature Apr +6 Melee Ret 6 nature ----- def ----- Armour +5 Fatigue +5% Resists +26% lightning +25% temporal +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +12% arcane Res.pen +25% physical Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 67% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid Phys.save +6 (+2 eff.) ---------- misc Max.mana +37.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% mind Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 67% ----- def ----- Armour +21 Defense +4 (+1 eff.) Fatigue +12% Resists +12% mind +21% cold A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... This item has been sent to the Item's Vault. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Str +1 Mag +2 Wil +3 Con dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 56 * 26% chance to reduce damage dealt by 55% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% physical Phys.save +11 (+4 eff.) Max.HP +38.00 HP.reg +7.80 Heal.mod +13% ---------- misc See.Invis +12 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Dmg.mod +3% darkness +6% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 55% ----- def ----- Armour +13 Defense +19 (+5 eff.) Fatigue +8% Resists +9% mind +6% darkness Mind.save +62 (+13 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +23 (+6 eff.) Fatigue +6% Resists +6% mind Mind.save +11 (+3 eff.) ---------- misc Equi/ret +0.04 Max.stam +20.00 Max.psi +10.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +2% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Dmg.mod +30% cold +6% mind +6% temporal ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 60% Wil Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+0 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 103.90 to 129.88 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 lite [Unique] 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.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness +9% mind Melee Ret 10 lightning ----- def ----- Resists +6% darkness +3% mind Mind.save +9 (+2 eff.) ---------- misc Light +4 See.Stealth +14 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 Activate a portal. Uses 10 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 light +4 arcane +3 darkness +4 nature Talents +1 Ward Fire a magical bolt dealing 403 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Crimson Sparrow the Cornac Adventurer level 27
6th Decay 122nd year of Ascendancy at 20:19 see stats
By Crimson Sparrow the Cornac Adventurer level 26
5th Decay 122nd year of Ascendancy at 02:31 see stats
By Crimson Sparrow the Cornac Adventurer level 27
9th Decay 122nd year of Ascendancy at 04:51 see stats
By Crimson Sparrow the Cornac Adventurer level 27
8th Decay 122nd year of Ascendancy at 21:28 see stats
By Crimson Sparrow the Cornac Adventurer level 15
13rd Dusk 122nd year of Ascendancy at 00:09 see stats
By Crimson Sparrow the Cornac Adventurer level 29
2nd Allure 123rd year of Ascendancy at 15:15 see stats
By Crimson Sparrow the Cornac Adventurer level 9
2nd Mirth 122nd year of Ascendancy at 12:35 see stats
By Crimson Sparrow the Cornac Adventurer level 28
1st Allure 123rd year of Ascendancy at 21:54 see stats
By Crimson Sparrow the Cornac Adventurer level 20
33rd Haze 122nd year of Ascendancy at 04:07 see stats
By Crimson Sparrow the Cornac Adventurer level 13
3rd Summertide 122nd year of Ascendancy at 15:23 see stats
By Crimson Sparrow the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 04:05 see stats
By Crimson Sparrow the Cornac Adventurer level 20
24th Haze 122nd year of Ascendancy at 07:40 see stats
By Crimson Sparrow the Cornac Adventurer level 30
2nd Allure 123rd year of Ascendancy at 15:15 see stats
By Crimson Sparrow the Cornac Adventurer level 19
51st Dusk 122nd year of Ascendancy at 18:33 see stats
By Crimson Sparrow the Cornac Adventurer level 32
1st Regrowth 123rd year of Ascendancy at 18:57 see stats
By Crimson Sparrow the Cornac Adventurer level 16
44th Dusk 122nd year of Ascendancy at 04:25 see stats
By Crimson Sparrow the Cornac Adventurer level 21
62nd Haze 122nd year of Ascendancy at 10:54 see stats
By Crimson Sparrow the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 12:49 see stats
By Crimson Sparrow the Cornac Adventurer level 19
69th Dusk 122nd year of Ascendancy at 03:36 see stats
By Crimson Sparrow the Cornac Adventurer level 6
77th Pyre 122nd year of Ascendancy at 17:53 see stats
By Crimson Sparrow the Cornac Adventurer level 4
77th Pyre 122nd year of Ascendancy at 03:45 see stats
By Crimson Sparrow the Cornac Adventurer level 25
4th Decay 122nd year of Ascendancy at 23:10 see stats
Log
You gain 11.75 gold from the transmogrification of void-walker's alchemist's lamp of health.
You gain 16.22 gold from the transmogrification of Beelehor the reinforced leather armour (12 def, 7 armour).
You gain 4.31 gold from the transmogrification of earthen elven-wood magestaff of power (25-30 power, 5 apr, lightning element).
Quest 'The Sect of Kryl-Feijan' is done! (Press 'j' to see the quest log)
Personal New Achievement: Savior of the damsels in distress (Exploration mode)!
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Today is the 3rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:25.
Saving done.
Melinda's father gives you: Fearfire Mantle (14 def, 0 armour)
Accepted quest 'Melinda, lucky girl'! (Press 'j' to see the quest log)
Lore found: Fearfire Mantle
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
Saving done.
The furious lightning storm around Crimson Sparrow calms down and disappears.