










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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 | Skeleton |
| Class | Archer |
| Level / Exp | 28 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 5th Allure 123rd year of Ascendancy at 19:33 0 / 7Killed by Urkis, the High Tempest at level 24 on the 5th Allure 123rd year of Ascendancy at 21:19 Killed by elven tempest at level 25 on the 12nd Regrowth 123rd year of Ascendancy at 02:34 Killed by Walrog at level 26 on the 20th Regrowth 123rd year of Ascendancy at 03:48 Killed by Isetha the squid at level 26 on the 21st Regrowth 123rd year of Ascendancy at 06:22 Killed by Ce'Nilethra the dread at level 28 on the 51st Regrowth 123rd year of Ascendancy at 18:49 Killed by skeleton archers are a very important monster at level 28 on the 51st Regrowth 123rd year of Ascendancy at 19:19 |
Primary Stats
| Strength | 34 (base 25) |
| Dexterity | 85 (base 60) |
| Constitution | 13 (base 10) |
| Magic | 44 (base 39) |
| Willpower | 29 (base 10) |
| Cunning | 33 (base 12) |
Resources
| Life | 621/621 |
| Mana | 357/357 |
| Stamina | 188/228 |
| Healing Factor | 1.1983363011315 |
| Regeneration | 0.29958407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 48.712164534463 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 68 |
| Crit Chance | 41% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Lightning | +37% |
| Cold | +14% |
| Arcane | +8% |
| Fire | +17% |
| All | +2% |
Offense: Damage Penetration
| Cold | +54% |
| Mind | +29% |
| Fire | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 29 (38.594633868923%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 5.9238052216851 |
| Physical Save | 28 |
| Spell Save | 22 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 41%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Stun Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 380 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 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 54 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton archer. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 36. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 drakeskin leather boots 'Aerynor' (0 def, 13 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +13 Resists +12% mind ---------- misc Max.psi +20.00 See.Invis +12 Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Tundrafear (22/22, 64-90 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 64.5 - 90.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Capacity 22 On Hit.r1 +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Glorunn the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +20% mind ----- def ----- Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Heal.mod +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shockfoe the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +4 Wil dps ---------- Dmg.mod +12% lightning Res.pen +15% fire ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Light +3 Infravis +2 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elven-wood wand of lightning storm 'Tarralar' [power 326] (13 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (446 total damage) Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to heal for 59. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +11% lightning +6% acid Acc +15 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+2 eff.) Resists +22% lightning +5% arcane +12% acid Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | yew longbow of piercing4.0 T3 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +9% all Acc +17 (+4 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
| On hands | Zubann the voratun gauntlets (25 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +20% Crit.mult +20.00% ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +5% Resists +9% blight Die.at -80.00 life ---------- misc Stam/turn +2.00 Unarmed combat: Power 36.5 - 51.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +20.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Floebreaker the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Dmg.mod +3% cold Res.pen +25% cold ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +25% cold ---------- misc Hate/m.crit +2.00 A suit of armour made of leather. |
| Cloak | Snowseam (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% fire +9% cold Res.pen +20% cold Melee Ret 4 cold ----- def ----- Defense +2 (+1 eff.) Resists +12% cold Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Brenigorn0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Acc +10 (+2 eff.) Apr +4 Melee Ret 4 physical ----- def ----- Resists +17% lightning +7% physical Stun/Frz- +37% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 669%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 669% 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 Dexterity 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 wizard (heal 233; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. 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. |
Rune of the Rift (266.00 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 271.32 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. |
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. |
shatter afflictions rune of the psychic (absorb 89; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 89 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. 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 |
shatter afflictions rune of the titan (absorb 43; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 43 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 Constitution 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 |
teleportation rune of the wizard (range 118; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 118 with a minimum range of 15. 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. Press to compare to your current inscriptions |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
stabilizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +24% Amulets make your neck look great! |
steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+5 eff.) Confus- +21% Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
titan's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
acidic dwarven-steel greatsword of massacre (44-71 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 44.5 - 71.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 91 damage over 5 turns and reducing armor and accuracy by 12 Massive two-handed swords. |
Armurath (23/23, 30-41 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 29.5 - 41.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 23 Ranged+ +12 mind +11 physical On Hit.r1 +12 mind On Crit.r2 +12 temporal On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 91 damage over 5 turns and reducing armor and accuracy by 12 Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of grasping (18/18, 44-62 power, 10 apr)3.0 T3 arrow ammo [Ego++] Nature/Master Power 44.5 - 62.3 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 185 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Turerain the Shimmerpulverizer (20 def, 8 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +7% mind +45% cold Mind.save +17 (+8 eff.) A suit of armour made of leather. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% light +10% darkness A suit of armour made of mail. |
insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Morbusoracle (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +26 (+7 eff.) Dmg.mod +9% nature +3% physical Res.pen +13% physical Acc +15 (+3 eff.) ----- def ----- Armour +5 Resists +12% cold Spell.save +3 (+2 eff.) A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown 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. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light Unarmed combat: Power 11.5 - 12.7 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 Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olakath the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% arcane Res.pen +20% blight Melee Ret 6 arcane ----- def ----- Armour +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +8 Hardiness +5% Resists +7% physical Unarmed combat: Power 17.5 - 19.2 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% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Hanarim' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Melee+ 6 mind Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the starseeker (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Cun +2 Mag ----- def ----- Armour +7 Fatigue +5% Resists +6% light +5% darkness Mind.save +6 (+3 eff.) Max.HP +66.00 ---------- misc Infravis +2 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +29 light +20 darkness On Hit: 10% Battle Shout 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 47.37 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +5% cold A pointy cloth hat, very wizardly... |
Gilethra the Chillwither (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.crit +2% Mind.pwr +30 (+10 eff.) Apr +5 Melee Ret 4 cold ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.hate +8.00 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Elenikalthofast (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag +5 Wil ----- def ----- Defense +2 (+1 eff.) Resists +9% cold +5% arcane +9% nature Phys.save +7 (+3 eff.) Max.HP +100.00 A pointy cloth hat, very wizardly... |
grounding hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +7% temporal A cap made of leather. |
prismatic hardened leather cap of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +12% light +12% darkness A cap made of leather. |
9 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
4 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. |
5 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. |
10 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. |
9 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
9 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Lisossra the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
Salewen the Icevalor2.0 T1 lite [Rare] Nature While equipped: dps ---------- Apr +4 ----- def ----- Resists +3% cold Max.HP +41.00 ---------- misc Stam/turn +3.00 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. |
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.(83 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- 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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)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. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of mindblast [power 90] (9 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 92 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
Emelonor the elm totem of thorny skin [power 17] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% mind +6% nature ---------- misc Light +2 Infravis +3 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (17 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 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shiverreaper the ash wand of shielding [power 212] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +1 Dex +1 Mag dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +18% cold Crit.dmg- 15.00% Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 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
Bringer of Doom
Killed a Bringer of Doom.By skeleton archers are a very important monster the Skeleton Archer level 25
14th Regrowth 123rd year of Ascendancy at 15:14 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By skeleton archers are a very important monster the Skeleton Archer level 27
35th Regrowth 123rd year of Ascendancy at 15:40 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By skeleton archers are a very important monster the Skeleton Archer level 14
46th Dusk 122nd year of Ascendancy at 05:58 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By skeleton archers are a very important monster the Skeleton Archer level 28
45th Regrowth 123rd year of Ascendancy at 11:10 see stats
Exterminator
Killed 1000 creatures.By skeleton archers are a very important monster the Skeleton Archer level 17
74th Dusk 122nd year of Ascendancy at 20:04 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By skeleton archers are a very important monster the Skeleton Archer level 25
16th Regrowth 123rd year of Ascendancy at 08:32 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By skeleton archers are a very important monster the Skeleton Archer level 26
22nd Regrowth 123rd year of Ascendancy at 12:36 see stats
Level 10
Got a character to level 10.By skeleton archers are a very important monster the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 02:38 see stats
Level 20
Got a character to level 20.By skeleton archers are a very important monster the Skeleton Archer level 20
73rd Haze 122nd year of Ascendancy at 21:44 see stats
Poisonous
Sided with the assassin lord.By skeleton archers are a very important monster the Skeleton Archer level 18
16th Haze 122nd year of Ascendancy at 11:14 see stats
Size matters
Did over 600 damage in one attack.By skeleton archers are a very important monster the Skeleton Archer level 26
19th Regrowth 123rd year of Ascendancy at 09:35 see stats
The Arena
Unlocked Arena mode.By skeleton archers are a very important monster the Skeleton Archer level 8
10th Mirth 122nd year of Ascendancy at 11:01 see stats
The Rat Lich
Killed the terrible Rat Lich.By skeleton archers are a very important monster the Skeleton Archer level 23
4th Allure 123rd year of Ascendancy at 05:56 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By skeleton archers are a very important monster the Skeleton Archer level 18
15th Haze 122nd year of Ascendancy at 08:49 see stats
The secret city
Discovered the truth about mages.By skeleton archers are a very important monster the Skeleton Archer level 13
16th Dusk 122nd year of Ascendancy at 17:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By skeleton archers are a very important monster the Skeleton Archer level 18
15th Haze 122nd year of Ascendancy at 02:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By skeleton archers are a very important monster the Skeleton Archer level 27
34th Regrowth 123rd year of Ascendancy at 04:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By skeleton archers are a very important monster the Skeleton Archer level 18
16th Haze 122nd year of Ascendancy at 11:14 see stats
Utterly Destroyed
Died on the Eidolon Plane.By skeleton archers are a very important monster the Skeleton Archer level 28
51st Regrowth 123rd year of Ascendancy at 19:19 see stats
Log
Your premonition allows you to raise a shield just in time!
Skeleton archers are a very important monster resists the vile poison!
Ce'Nilethra the dread's Steady Shot hits skeleton archers are a very important monster for (26 reacted , -3 stam), 200 physical, 5 blight, 8 cold, 24 light, 28 physical, 20 light (285 total damage).
Skeleton archers are a very important monster shoots!
Skeleton archers are a very important monster 's Shoot misses something.
Ce'Nilethra the dread's Headshot performs a ranged critical strike against skeleton archers are a very important monster !
skeleton archers are a very important monster reacts to an attack from Ce'Nilethra the dread's Headshot, mitigating the blow!.
Skeleton archers are a very important monster is recovering from the damage!
Ce'Nilethra the dread's Headshot hits skeleton archers are a very important monster for (55 reacted , -3 stam), 423 physical, 4 blight, 10 cold, 21 light, 34 physical (492 total damage).
skeleton archers are a very important monster the level 28 skeleton archer was battered to death by Ce'Nilethra the dread on level 2 of Delytir.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Nilethra the dread's Headshot killed skeleton archers are a very important monster !
Saving game...
Talent Concealment is ready to use.
Talent Pin Down is ready to use.
Skeleton archers are a very important monster activates Concealment.
Skeleton archers are a very important monster uses Track.
Talent Trained Reactions is ready to use.
Talent Steady Shot is ready to use.
Skeleton archers are a very important monster activates Trained Reactions.
Talent Intuitive Shots is ready to use.
Skeleton archers are a very important monster activates Intuitive Shots.
Saving done.
Personal New Achievement: Utterly Destroyed!






















































































































