










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 28 / 9% |
| Size | big |
| Lifes / Deaths | Killed by fun fact: the sun and sawblades are both circles at level 14 on the 53rd Dusk 122nd year of Ascendancy at 11:15 0 / 8Killed by Isidawyn the sandworm destroyer at level 14 on the 53rd Dusk 122nd year of Ascendancy at 16:46 Killed by Moving caustic ash longbow of enduring at level 20 on the 58th Haze 122nd year of Ascendancy at 10:56 Killed by Urkis, the High Tempest at level 22 on the 7th Decay 122nd year of Ascendancy at 14:33 Killed by snow giant boulder thrower at level 23 on the 8th Decay 122nd year of Ascendancy at 11:18 Killed by Ce'Nuriyatta the orc pyromancer at level 24 on the 9th Decay 122nd year of Ascendancy at 07:43 Killed by Silota the War Bear's mucus ooze at level 26 on the 4th Regrowth 123rd year of Ascendancy at 17:17 Killed by Grand Corruptor at level 28 on the 14th Regrowth 123rd year of Ascendancy at 16:27 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 65 (base 56) |
| Willpower | 32 (base 10) |
| Cunning | 32 (base 10) |
Resources
| Life | -314/733 |
| Positive | 41/131 |
| Stamina | 265/282 |
| Steam | 100/100 |
| Healing Factor | 1.362941519274 |
| Regeneration | 12.607209053284 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +71.6% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 56 |
| Crit Chance | 54% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +10% |
| Physical | +8% |
| Nature | +8% |
| Arcane | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
| Nature | +20% |
| Temporal | +10% |
| Blight | +10% |
| Physical | +15% |
| Cold | +23% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.08934837382 (100%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 15 |
| Physical Save | 46 |
| Spell Save | 45 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 44%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 73% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 386 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Stokebrawn' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: Stats +7 Str +2 Mag +2 Cun dps ---------- Mov.spd +10% Melee Ret 6 fire ----- def ----- Armour +3 Fatigue -6% Resists +6% fire Crit.dmg- 15.00% Phys.save +15 (+5 eff.) Max.HP +48.00 Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Stam/turn +0.40 Light +2 See.Invis +6 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Ivegavena' (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +4 Wil +10 Cun +8 Lck dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +5% Phys.pwr +8 (+1 eff.) Acc +25 (+7 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +8 (+2 eff.) Mind.save +15 (+8 eff.) ---------- misc Stam/turn +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 787.4 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dragonbone totem of healing 'Darkquench' [power 470] (13/15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +3% Res.pen +10% darkness ----- def ----- Resists +18% acid ---------- misc Equi/ret +0.08 Max.psi +20.00 Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xanuleriaba0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +10 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% arcane Res.pen +10% blight ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.04 Infravis +3 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 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. |
| Around waist | Band of Protection 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Fatigue -12% Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.enc +30 Generate a personal shield that absorbs up to 144 damage and damages attackers striking the wearer for 20 fire damage while it lasts (based on Cunning). Uses 24 power out of 0/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In main hand | voratun greatmaul 'Eareldil' (68-103 power, 24 apr) 5.0 T5 greatmaul 2H weapon [Rare] Nature Power 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +24 Crit +23.0% Atk.spd 100% On Crit.r2 +45 lightning +41 cold On Hit: * 20% chance to reduce armor by 33% While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Mov.spd +62% Res.pen +20% lightning +23% cold ----- def ----- Resists +6% acid Crit.dmg- 10.00% ---------- misc Max.hate +4.00 Massive two-handed mauls. |
| On hands | voratun gauntlets 'Shadepierce' (0 def, 17 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +17 Fatigue +5% Resists +3% darkness HP.reg +6.00 Disarm- +100% ---------- misc Stam/turn +1.20 Max.stam +46.00 Talents +5 Iron Grip Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | voratun plate armour 'Flamenoon' (0 def, 20 armour) 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% fire Res.pen +20% nature ----- def ----- Armour +20 Hardiness +20% Fatigue +24% Resists +27% acid +6% fire ---------- misc Max.psi +40.00 A suit of armour made of metal plates. |
| Cloak | Duvondil (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +15% temporal +18% darkness +9% mind Spell.save +11 (+4 eff.) Mind.save +7 (+4 eff.) Stun/Frz- +50% Def/telep +15 Res/telep +12% Dur/telep +18% ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training 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. |
| Around neck | grounding gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +14% lightning Stun/Frz- +23% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 259; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 259 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. |
heroism infusion of the wizard (die at -511; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 6 turns. While Heroism is active, you will only die when reaching -511 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1022 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 120; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 493; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 493 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 432; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. 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. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 339; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 339 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. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 22; blocks 5; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
schematic: Razor Edge0.1 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. |
schematic: Steamsaw0.1 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. |
schematic: Thunderclap Coating0.1 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. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Mind.pwr +5 (+1 eff.) S.pwr/crit +3 ----- def ----- Mind.save +7 (+4 eff.) Confus- +12% ---------- misc Mana/turn +0.23 Max.mana +20.00 Amulets make your neck look great! |
stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +26% Knockbk- +28% Amulets make your neck look great! |
copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of the mind (+10%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +10% mind ----- def ----- Armour +6 Resists +10% mind Rings make your fingers look great! |
Staff of Bones (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Blight Uses 200% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Bokelin the Flashking (42-62 power, 8 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 41.5 - 62.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +1.5% Atk.spd 100% Melee+ +8 fire While equipped: Stats +5 Dex dps ---------- Crit.mult +10.00% Phys.spd +10% Dmg.mod +6% fire Res.pen +20% physical Acc +17 (+5 eff.) ----- def ----- Phys.save +3 (+1 eff.) Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of ruin (38-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 38.5 - 57.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +10.0% Crit.mult +21.00% Phys.pwr +13 (+2 eff.) Res.pen +10% physical Apr +14 ----- def ----- Disarm- +21% Massive two-handed mauls. |
Morningtrial the voratun longsword (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Crit.r2 +12 light While equipped: Stats +7 Cun dps ---------- Dmg.mod +6% light Res.pen +20% light Acc +5 (+2 eff.) ----- def ----- Defense +11 (+6 eff.) Disarm- +30% Sharp, long, and deadly. |
voratun steamsaw 'Blindgore' (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 On Hit.r1 +16 mind Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +21 cold While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +4% Dmg.mod +9% mind Res.pen +10% darkness On shield block: * Deals 156 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +12% darkness +17% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emeriata the dwarven-steel shield (0 def, 19 armour, 32-38 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Phasing +20% On Hit.r1 +13 fire While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Melee+ 6 fire Res.pen +5% blight Melee Ret 7 fire ----- def ----- Armour +19 Fatigue +8% ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
Chidontir (20 def, 8 armour)9.0 T5 light armor [Rare] Psionic While equipped: Stats +6 Cun +13 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +6% acid Crit.dmg- 15.00% Spell.save +9 (+3 eff.) Mind.save +16 (+8 eff.) A suit of armour made of leather. |
Beletir the Satyrqueller (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +11 Fatigue +22% Resists +19% acid A suit of armour made of metal plates. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +5 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamorokor the Sunwell (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +5 Cun +1 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% light ----- def ----- Defense +3 (+2 eff.) Max.HP +57.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shademaster the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% darkness Res.pen +5% mind ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +6% darkness Mind.save +3 (+2 eff.) HP.reg +3.00 Heal.mod +12% ---------- misc Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Balancewisp' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +6% nature +27% light On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +5 Fatigue +4% Resists +9% nature +6% darkness Phys.save +7 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Betaseba' (0 def, 13 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Dex +3 Mag +5 Wil +5 Cun ----- def ----- Armour +13 Fatigue +4% ---------- misc Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% 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. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 11.0 - 12.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane 8 darkness Dmg.mod +4% arcane +5% darkness ----- def ----- Armour +2 Resists +3% arcane +8% darkness Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 20% Moonlight Ray 3 On Hit: 10% Manathrust 3 On Hit: * 8% chance to reduce damage dealt by 23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 light Dmg.mod +4% arcane +5% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +7 arcane On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 lightning Dmg.mod +4% lightning Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +13.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 6 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +5% Mind.save +8 (+4 eff.) Max.HP +60.00 Unarmed combat: Power 39.5 - 55.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.70 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
bladed hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +3 Dex +3 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 787.4 Physical damage. If the attack hits, the target is confused (26% 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. |
Festerwrack the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% blight +10% arcane Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +5% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 Breathe water A cap made of leather. |
rough leather cap 'Dimbile' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +2 Cun +3 Con dps ---------- Res.pen +10% darkness ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
drakeskin leather cap 'Camomas' (18 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +6 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +18 (+9 eff.) Fatigue +5% Resists +6% acid +5% arcane +6% mind Mind.save +9 (+5 eff.) ---------- misc Infravis +3 A cap made of leather. |
Deepswill (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 787.4 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Yarisin'1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) Mind.save +9 (+5 eff.) Heal.mod +15% Blind- +53% Confus- +29% ---------- misc Equi/ret +0.04 Light +14 See.Stealth +21 See.Invis +21 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blasttrencher' (dig speed 18 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% light Melee Ret 10 lightning On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +9% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
Polinne the dwarven-steel torque of clear mind [power 2] (13/25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +5% arcane ---------- misc Hate/m.crit +1.00 Max.psi +20.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm wand of lightning storm [power 116] (13/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total 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. |
piercing elm wand of shielding [power 110] (13/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of shielding [power 254] (13/26 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 101 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Mardyhek the Iceveil [power 284] (13/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Cun +4 Con dps ---------- Res.pen +5% fire ----- def ----- Resists +6% cold +3% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (284 total 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 26
5th Regrowth 123rd year of Ascendancy at 00:25 see stats
Earth Master
Killed Harkor'Zun.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 19
43rd Haze 122nd year of Ascendancy at 19:38 see stats
Exterminator
Killed 1000 creatures.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
26th Haze 122nd year of Ascendancy at 06:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 24
9th Decay 122nd year of Ascendancy at 22:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 24
3rd Allure 123rd year of Ascendancy at 02:44 see stats
Level 10
Got a character to level 10.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 21:25 see stats
Level 20
Got a character to level 20.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 20
44th Haze 122nd year of Ascendancy at 00:33 see stats
Poisonous
Sided with the assassin lord.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
73rd Dusk 122nd year of Ascendancy at 03:10 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 27
13rd Regrowth 123rd year of Ascendancy at 10:40 see stats
Size is everything
Did over 1500 damage in one attack.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 27
11st Regrowth 123rd year of Ascendancy at 13:08 see stats
Size matters
Did over 600 damage in one attack.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
26th Haze 122nd year of Ascendancy at 12:08 see stats
That was close
Killed your target while having only 1 life left.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 16
61st Dusk 122nd year of Ascendancy at 11:27 see stats
The Arena
Unlocked Arena mode.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 09:29 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
27th Haze 122nd year of Ascendancy at 05:30 see stats
The secret city
Discovered the truth about mages.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 12
8th Dusk 122nd year of Ascendancy at 11:27 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
29th Haze 122nd year of Ascendancy at 06:36 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
26th Haze 122nd year of Ascendancy at 13:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 18
73rd Dusk 122nd year of Ascendancy at 02:03 see stats
Unstoppable
Returned from the dead.By fun fact: the sun and sawblades are both circles the Ogre Sun Paladin level 26
4th Regrowth 123rd year of Ascendancy at 17:17 see stats
Log
Grand Corruptor damages himself through Martyrdom!
Grand Corruptor receives 40 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits fun fact: the sun and sawblades are both circles for 178 blight damage.
fun fact: the sun and sawblades are both circles hits Grand Corruptor for 16 blight damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
Grand Corruptor damages himself through Martyrdom!
Grand Corruptor receives 135 healing.
Grand Corruptor hits fun fact: the sun and sawblades are both circles for 269 blight damage.
Weakness Disease from Grand Corruptor hits fun fact: the sun and sawblades are both circles for 93 blight damage.
fun fact: the sun and sawblades are both circles hits Grand Corruptor for 24 blight, 8 blight (32 total damage).
Lava floor burns fun fact: the sun and sawblades are both circles!
Grand Corruptor damages himself through Martyrdom!
Grand Corruptor hits fun fact: the sun and sawblades are both circles for 105 fire damage.
fun fact: the sun and sawblades are both circles hits Grand Corruptor for 8 fire damage.
Fun fact: the sun and sawblades are both circles casts Writ Large.
A shield forms around fun fact: the sun and sawblades are both circles.
Fun fact: the sun and sawblades are both circles summons a barrier of steam from her Band of Protection!
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Grand Corruptor receives 135 healing.
Your shield crumbles under the damage!
Grand Corruptor deactivates Fearscape.
Grand Corruptor damages himself through Martyrdom!
Grand Corruptor's Soul Rot hits fun fact: the sun and sawblades are both circles for (144 absorbed), 280 blight (280 total damage).
fun fact: the sun and sawblades are both circles hits Grand Corruptor for 25 blight damage.
fun fact: the sun and sawblades are both circles the level 28 ogre sun paladin was infected to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!








































































































































