Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 15 / 81% |
Size | small |
Lifes / Deaths | Killed by multi-hued crystal at level 10 on the 4th Flare 122nd year of Ascendancy at 06:05 3 / 2Killed by Xerath the assassin at level 15 on the 18th Dusk 122nd year of Ascendancy at 19:53 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 41 (base 35) |
Constitution | 35 (base 34) |
Magic | 20 (base 10) |
Willpower | 21 (base 10) |
Cunning | 25 (base 12) |
Resources
Life | 420/420 |
Psi | 101/101 |
Stamina | 179/179 |
Equilibrium | 0 |
Healing Factor | 1.3916660017318 |
Regeneration | 13.581364966832 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 45 |
Accuracy | 59 |
Crit Chance | 10% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +12% |
Mind | +6% |
Physical | +8% |
Cold | +45% |
Nature | +8% |
Offense: Damage Penetration
Nature | +20% |
Lightning | +29% |
Acid | +20% |
All | +9% |
Defense: Base
Armour (hardiness) | 13 (63.914983985962%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 23 |
Mental Save | 16 |
Defense: Resistances
Lightning | + 19%( 70%) |
Nature | + 25%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 9%( 70%) |
Cold | + 40%( 70%) |
Mind | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Skate |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Spit Poison (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | [vs. Arcworth the quiver of ash arrows (14/14, 124% power, 7 apr) (Quiver, 1 of 2)] Arcworth the quiver of ash arrows (14/14, 124% power, 7 apr)Arcworth the quiver of ash arrows (14/14, 124% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 124% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Capacity: 14 (-) On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Damage (Ranged): +4(-) lightning / +20(-) temporal Damage (radius 1) on hit: +16(-) lightning Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Light source | [vs. nightwalker's brass lantern (Light source)] nightwalker's brass lanternnightwalker's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Changes stats: +3(-) Wil Critical mult.: +11.00% (-) Light radius: +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. |
On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.36 to 82.07 lightning damage (54.71 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | [vs. evasive yew totem of healing [power 278] (15 cooldown) (Tool)] evasive yew totem of healing [power 278] (15 cooldown)evasive yew totem of healing [power 278] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +3.00 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] BlazecryptBlazecrypt Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 19 light Changes stats: +0(-4) Str / +8 Mag / +0(-4) Wil / +5 Cun Changes resistances: +3% lightning / +0%(-10%) nature Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +0%(-8%) physical / +12% light / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Spellpower: +7 (+4 eff.) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. caustic ash longbow of piercing (In main hand, 1 of 2)] caustic ash longbow of piercingcaustic ash longbow of piercing Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +7 (-) Damage (radius 2) on crit: +17(-) acid / +8(-) nature When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour penetration: +21 (-) Changes resistances penetration: +11%(-) acid / +11%(-) nature / +9%(-) all Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | [vs. rough leather gloves 'Daimiradig' (0 def, 3 armour) (On hands)] rough leather gloves 'Daimiradig' (0 def, 3 armour)rough leather gloves 'Daimiradig' (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +3 (-) Changes stats: +3(-) Str Changes resistances: +9%(-) mind Changes damage: +6%(-) mind Maximum stamina: +10.00 (-) When used to modify unarmed attacks: Power: 105% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. rough leather armour 'Isyrinor' (28 def, 2 armour) (Main armor)] rough leather armour 'Isyrinor' (28 def, 2 armour)rough leather armour 'Isyrinor' (28 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +28 (+9 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 2(-) physical Changes resistances: +3%(-) blight Life regen: +2.20 (-) Stamina each turn: +0.90 (-) A suit of armour made of leather. |
Cloak | [vs. murderer's cashmere cloak (2 def, 0 armour) (Cloak)] murderer's cashmere cloak (2 def, 0 armour)murderer's cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +4 (-) Defense: +2 (+1 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Xeralaith (Around neck)] XeralaithXeralaith Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +1(-) Str / +1(-) Dex / +2(-) Mag Changes resistances: +6%(-) cold / +6%(-) temporal Mana each turn: +0.17 (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Maximum mana: +22.00 (-) Infravision radius: +3 (-) Amulets make your neck look great! |
Inventory
[vs. Infusion: Healing (on body)] healing infusion of the duelist (heal 122; cd 11)healing infusion of the duelist (heal 122; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122(+72) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing (on body)] healing infusion of the sneak (heal 90; cd 11)healing infusion of the sneak (heal 90; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90(+40) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing (on body)] healing infusion of the warrior (heal 84; cd 13)healing infusion of the warrior (heal 84; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84(+34) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing (on body)] healing infusion of the wizard (heal 98; cd 15)healing infusion of the wizard (heal 98; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98(+48) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 523%; cd 18) movement infusion of the duelist (speed 523%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)] regeneration infusion of the psychic (heal 150; 14 cd)regeneration infusion of the psychic (heal 150; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150(+50) life over 5 turns. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)] regeneration infusion of the titan (heal 179; 17 cd)regeneration infusion of the titan (heal 179; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17(+7) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179(+79) life over 5 turns. Its effects scale with your +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)] regeneration infusion of the wizard (heal 183; 12 cd)regeneration infusion of the wizard (heal 183; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183(+83) life over 5 turns. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the psychic (res 19%; physical; dur 2; cd 14)wild infusion of the psychic (res 19%; physical; dur 2; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19%(+5%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the wizard (res 20%; mental; dur 4; cd 16)wild infusion of the wizard (res 20%; mental; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental and -physical effect and reduce all damage taken by 20%(+6%) for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 4; phase 14; cd 12) blink rune of the sneak (range 4; phase 14; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 138; dur 4; cd 20) acid wave rune of the duelist (damage 138; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 138.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 196; dur 4; cd 21) biting gale rune of the psychic (damage 196; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 196.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to 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 warrior (absorb 46; cd 12) shatter afflictions rune of the warrior (absorb 46; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 46 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Xeralaith (Around neck)] steel amulet of manastreamingsteel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-1) Str / +0(-1) Dex / +2(-) Mag Changes resistances: +0%(-6%) cold / +0%(-6%) temporal Mana each turn: +0.10 (-0.07) Spellpower on spell critical (stacks up to 3 times): +3 (-) Maximum mana: +23.00 (+1.00) Infravision radius: +0 (-3) Amulets make your neck look great! |
[vs. Ring of Growth (On fingers, 1 of 2)] BelolralaithThis item will automatically be transmogrified when you leave the level. Belolralaith Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 23% Damage when hit (Melee): 10 acid Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +6% acid / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Stun/Freeze immunity: +23% Life regen: +2.00 (-1.00) Equilibrium when hit: +0.12 Mental crit. chance: +4% Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] mule's steel ring of arcana (+0.12/turn)mule's steel ring of arcana (+0.12/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Maximum encumbrance: +21 Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Silence immunity: +23% Life regen: +0.00 (-3.00) Mana each turn: +0.12 Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] psionicist's steel ring of tenacitypsionicist's steel ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +4(-) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +8 (+6 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +25% Life regen: +0.00 (-3.00) Maximum life: +21.00 Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] conjurer's gold ringconjurer's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-4) Str / +4 Mag / +5(+1) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Spellpower: +5 (+3 eff.) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. caustic ash longbow of piercing (In main hand, 1 of 2)] balanced steel greatsword of paradox (127% power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel greatsword of paradox (127% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% (+61%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Melee): +9 temporal Damage (radius 2) on crit: +0(-17) acid / +0(-8) nature When wielded/worn: Accuracy: +9 (+3 eff.) (-3 (-1 eff.)) Armour penetration: +0 (-21) Defense: +9 (+3 eff.) Changes resistances: +13% temporal Changes resistances penetration: +0%(-11%) acid / +0%(-11%) nature / +0%(-9%) all Disarm immunity: +33% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. caustic ash longbow of piercing (In main hand, 1 of 2)] steel longsword of erosion (117% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword of erosion (117% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 117% (+51%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Melee): +8 nature Damage (radius 2) on crit: +0(-17) acid / +0(-8) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour penetration: +0 (-21) Changes resistances penetration: +0%(-11%) acid / +0%(-11%) nature / +0%(-9%) all Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. caustic ash longbow of piercing (In main hand, 1 of 2)] steel longsword of paradox (111% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword of paradox (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% (+45%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Melee): +7 temporal Damage (radius 2) on crit: +0(-17) acid / +0(-8) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour penetration: +0 (-21) Changes resistances: +5% temporal Changes resistances penetration: +0%(-11%) acid / +0%(-11%) nature / +0%(-9%) all Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. caustic ash longbow of piercing (In main hand, 1 of 2)] steel waraxe 'Dazzlehash' (107% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe 'Dazzlehash' (107% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% (+41%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-7) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +0(-17) acid / +16 light / +0(-8) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour penetration: +0 (-21) Physical crit. chance: +7.0% Damage when hit (Melee): 6 cold Changes resistances penetration: +0%(-11%) acid / +0%(-11%) nature / +0%(-9%) all Changes damage: +6% light Critical mult.: +20.00% Mindpower: +10 (+5 eff.) One-handed war axes. Tap to cycle through comparison choices |
[vs. Arcworth the quiver of ash arrows (14/14, 124% power, 7 apr) (Quiver, 1 of 2)] quiver of ash arrows 'Turyleg' (19/19, 119% power, 7 apr)quiver of ash arrows 'Turyleg' (19/19, 119% power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% (-4%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Capacity: 19 (5) On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 41% * 0% chance to gain 10% of a turn (3/turn limit) On weapon crit: - Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Damage (Ranged): +0(-4) lightning / +0(-20) temporal / +20 cold Damage (radius 1) on hit: +0(-16) lightning Damage (radius 2) on crit: +20 mind / +11 cold Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. rough leather armour 'Isyrinor' (28 def, 2 armour) (Main armor)] cured leather armour 'Glacierhunt' (6 def, 4 armour)cured leather armour 'Glacierhunt' (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+2 eff.) (-22 (-7 eff.)) Fatigue: +7% (+1%) Damage when hit (Melee): 0(-2) physical Changes stats: +4 Cun / +3 Wil Changes resistances: +0%(-3%) blight / +6% cold / +19% fire Critical mult.: +5.00% Physical save: +9 (+4 eff.) Mental save: +13 (+8 eff.) Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-0.90) Maximum life: +31.00 A suit of armour made of leather. |
[vs. rough leather armour 'Isyrinor' (28 def, 2 armour) (Main armor)] troll-hide cured leather armour of Eyal (6 def, 4 armour)troll-hide cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+2 eff.) (-22 (-7 eff.)) Fatigue: +7% (+1%) Damage when hit (Melee): 0(-2) physical Changes resistances: +0%(-3%) blight Life regen: +5.00 (+2.80) Stamina each turn: +0.00 (-0.90) Maximum life: +60.00 Healing mod.: +22% A suit of armour made of leather. |
[vs. rough leather armour 'Isyrinor' (28 def, 2 armour) (Main armor)] troll-hide cured leather armour of delving (6 def, 4 armour)troll-hide cured leather armour of delving (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+2 eff.) (-22 (-7 eff.)) Fatigue: +7% (+1%) Damage when hit (Melee): 0(-2) physical Changes stats: +4 Str Changes resistances: +0%(-3%) blight / +6% physical / +11% darkness Life regen: +5.20 (+3.00) Stamina each turn: +0.00 (-0.90) Maximum life: +30.00 Light radius: +1 Healing mod.: +11% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
[vs. Mighty Girdle (Around waist)] blurring rough leather beltblurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +9 (+3 eff.) Fatigue: +0% (+10%) Stealth bonus: +6 Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)] rough leather belt of burglaryThis item will automatically be transmogrified when you leave the level. rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +3 Dex / +3 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Infravision radius: +3 A belt that goes around your waist. |
[vs. murderer's cashmere cloak (2 def, 0 armour) (Cloak)] spellcowled linen cloak (1 def, 0 armour)spellcowled linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-4) Defense: +1 (+1 eff.) (-1 (+0 eff.)) Changes stats: +0(-2) Dex / +2 Mag / +1 Wil / +0(-1) Cun Spell save: +6 (+3 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)] Galothel the Growthswift (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Galothel the Growthswift (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 nature Changes stats: +0(-4) Str / +0(-4) Wil / +2(-2) Cun / +4 Con Changes resistances: +7% lightning / +6% temporal / +9% blight / +0%(-20%) cold / +0%(-10%) nature Changes resistances penetration: +5% nature Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. rough leather gloves 'Daimiradig' (0 def, 3 armour) (On hands)] scouring iron gauntlets (0 def, 1 armour)scouring iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-2) Fatigue: +1% Effects when hit in melee: * 17 arcane resource burn Changes stats: +0(-3) Str Changes resistances: +0%(-9%) mind Changes damage: +0%(-6%) mind Spell save: +10 (+5 eff.) Maximum stamina: +0.00 (-10.00) When used to modify unarmed attacks: Power: 94% (-11%) Range: 1.4x (+0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (+2) Crit. chance: +2.0% (+1.0%) Attack speed: 83% (-17%) On weapon hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] aegis linen wizard hat of blight (+11%) (1 def, 0 armour)aegis linen wizard hat of blight (+11%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% blight / +0%(-10%) cold / +0%(-10%) lightning Changes damage: +11% blight / +0%(-10%) cold / +0%(-10%) lightning Life regen: +1.60 Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] thaloren rough leather cap of might (0 def, 1 armour)thaloren rough leather cap of might (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +6% blight / +0%(-10%) cold / +0%(-10%) lightning Changes damage: +0%(-10%) lightning / +0%(-10%) cold Mental save: +6 (+5 eff.) A cap made of leather. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. Arcworth the quiver of ash arrows (14/14, 124% power, 7 apr) (Quiver, 1 of 2)] 40 alchemist agate40 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Capacity: 0 (-14) On weapon hit: * 0% chance to gain 10% of a turn (3/turn limit) On weapon crit: - Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Damage (Ranged): +0(-4) lightning / +0(-20) temporal Damage (radius 1) on hit: +0(-16) lightning When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. evasive yew totem of healing [power 278] (15 cooldown) (Tool)] Shadowspar (dig speed 38 turns)Shadowspar (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +20% darkness Changes damage: +6% nature Spell save: +3 (+2 eff.) Mental save: +3 (+3 eff.) Blindness immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. evasive yew totem of healing [power 278] (15 cooldown) (Tool)] The JoltThe Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
[vs. evasive yew totem of healing [power 278] (15 cooldown) (Tool)] extending ash totem of healing [power 176] (15 cooldown)This item will automatically be transmogrified when you leave the level. extending ash totem of healing [power 176] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
[vs. evasive yew totem of healing [power 278] (15 cooldown) (Tool)] Stokestreak [power 128] (20 cooldown)Stokestreak [power 128] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +4 Dex Changes resistances: +3% fire Changes resistances penetration: +10% light / +20% fire Stamina each turn: +2.00 It can be used to create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Dispara Fort the Halfling Archer level 10
3rd Flare 122nd year of Ascendancy at 14:07 see stats
By Dispara Fort the Halfling Archer level 15
4th Dusk 122nd year of Ascendancy at 21:36 see stats
Log
Saving game...
Saving done.
Talent Flare is ready to use.
Talent Resonance Field is ready to use.
Talent Steady Shot is ready to use.
Talent Infusion: Regeneration is ready to use.
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Disarm Trap skipped: cooldown too low (0).
Dispara Fort activates Skate.
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
There is a Hidden compound here (press '' or right click to use).
Today is the 19th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Talent Trained Reactions is ready to use.
Talent Spit Poison is ready to use.
Talent Infusion: Healing is ready to use.
Talent Trueshot is ready to use.
Today is the 20th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:01.
There is a Hidden compound here (press '' or right click to use).
Talent Intuitive Shots is ready to use.