











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 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 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:
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: 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 | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin (Fallen) |
Level / Exp | 30 / 86% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 40) |
Dexterity | 44 (base 32) |
Constitution | 24 (base 10) |
Magic | 89 (base 60) |
Willpower | 21 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | 960/1046 |
Mana | 261/389 |
Hate | 47/100 |
Positive | 61/117 |
Healing Factor | 1.2972674059368 |
Regeneration | 7.3295608435429 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 73 |
Accuracy | 58 |
Crit Chance | 33% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 58 |
Crit Chance | 37% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Physical | +46% |
Temporal | +3% |
Mind | +12% |
Arcane | +15% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +20% |
Blight | +25% |
Darkness | +10% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 47 |
Mental Save | 45 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 41%( 70%) |
All | + 9%( 70%) |
Lightning | + 27%( 70%) |
Physical | + 12%( 70%) |
Fire | + 24%( 70%) |
Darkness | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 29% |
Confusion Resistance | 39% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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 488 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 152.83 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 113.25 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 Cunning stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Self-Destruction |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14). Continuum Destabilization |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | The target is in the center of a lightning hurricane, doing 77.73 to 233.19 lightning damage to itself and others around every turn. Hurricane |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed vial of fire wyrm saliva. * You've found the needed black mamba head. 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 giant spider spinneret. * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within20 lumberjacks have died. | 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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Acc +20 (+5 eff.) ----- def ----- Armour +9 Resists +7% acid +8% fire +8% lightning +7% cold Mind.save +6 (+2 eff.) Max.HP +40.00 Disease- +10% ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +1% physical Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.08 Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +20% light +5% acid Apr +5 Melee Ret 6 acid ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +8% fire +8% darkness +10% cold Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 25 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +1 Str +5 Mag dps ---------- Phys.crit +11.0% Spell.crit +12% Mind.crit +11% Crit.mult +10.00% Spell.pwr +20 (+4 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Defense +10 (+5 eff.) ---------- misc Max.mana +60.00 Unarmed combat: Power 128% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +11.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +30 (+6 eff.) Res.pen +25% blight ----- def ----- Resists +5% arcane Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.08 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% mind Res.pen +25% mind ----- def ----- HP.reg +4.00 Silence- +20% Stun/Frz- +29% ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +4 Dex +11 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +3% temporal Acc +15 (+4 eff.) ----- def ----- Armour +2 Resists +2% physical Mind.save +8 (+3 eff.) Confus- +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +12% Phys.pwr +10 (+3 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% physical Acc +9 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness +9% cold Res.pen +10% darkness ----- def ----- Resists +18% acid +9% cold +12% lightning HP.reg +1.40 Heal.mod +18% A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Nature Power 132% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Str +6 Dex +5 Mag +8 Wil +6 Cun +10 Con Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% cold Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +6% acid +9% cold Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Max.HP +88.00 ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 707% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 408 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 592 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. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 fire, 2 physical, 4 nature, 5 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [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 unleash a cone dealing 185.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 108 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 127 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 138 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 3 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 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. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +2 Defense +15 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness +9% nature +9% mind Die.at -40.00 life Heal.mod +5% Blind- +10% Disarm- +10% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil +2 Cun +1 Con dps ---------- Melee+ 6 physical Ranged+ 10 physical Res.pen +20% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ----- def ----- Resists +9% lightning ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% Res.pen +15% cold ----- def ----- Resists +21% cold Max.HP +29.00 Disarm- +27% Pinning- +31% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +13% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% arcane Crit.chn- 15.00% ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% mind ----- def ----- Spell.save +13 (+5 eff.) ---------- misc Equi/ret +0.24 Hate/m.crit +1.00 Max.stam +21.00 Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.52 cold and 14.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Defense +20 (+8 eff.) Resists +5% arcane Mind.save +8 (+3 eff.) Confus- +21% Pinning- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +2 Resists +3% blight +9% fire Max.HP +63.00 Disarm- +21% Pinning- +21% Knockbk- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +65.00 HP.reg +5.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Mind.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Spell.save +10 (+4 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 16 light Dmg.mod +11% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +21.00 Disarm- +23% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 193.48 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +22.00% Dmg.mod +21% light Acc +6 (+1 eff.) Apr +14 Melee Ret 2 darkness ----- def ----- Defense +8 (+4 eff.) Resists +6% light Disarm- +33% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +30 (+8 eff.) Dmg.mod +21% acid +9% darkness Res.pen +9% all Acc +12 (+3 eff.) Apr +15 ---------- misc Max.stam +20.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +5 lightning +20 cold While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +29% Dmg.mod +6% physical Res.pen +5% lightning +10% cold Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +8 Defense +10 (+5 eff.) Blunt and deadly. |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +13 Mag +7 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +3% Mind.crit +8% Res.pen +5% arcane ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.34 Max.mana +20.00 Max.vim +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +9 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +12% temporal Res.pen +20% physical Melee Ret 4 physical ----- def ----- Resists +3% physical Phys.save +6 (+3 eff.) Mind.save +11 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Acc +5 (+1 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +11 Wil +4 Cun dps ---------- Spell.crit +3% Against +17% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +6% mind Melee Ret 8 mind ----- def ----- Defense +1 (+0 eff.) Resists +6% nature Mind.save +5 (+2 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +20 Defense +7 (+3 eff.) Resists +16% cold +3% mind +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% arcane Res.pen +6% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.mana +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +16% temporal Def/telep +15 Res/telep +10% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +7 Defense +13 (+6 eff.) Resists +9% all Phys.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+8 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +11% acid +8% physical +8% temporal +5% fire +13% arcane +7% cold ----- def ----- Resists +12% acid +13% physical +13% fire +13% cold +11% all ---------- misc Max.mana +16.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Melee Ret 6 cold ----- def ----- Armour +3 Silence- +31% Confus- +22% Stun/Frz- +29% ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue -6% Resists +9% acid +7% fire +7% cold Phys.save +19 (+10 eff.) Mind.save +11 (+4 eff.) Max.HP +37.00 ---------- misc Stam/turn +0.50 Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +6.00 Heal.mod +12% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +6% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Resists +6% acid Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Mag +9 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Armour +2 Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +19.00 Infravis +3 Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +8% cold Crit.chn- 15.00% Teleport- +20% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +3% Resists +3% blight +13% cold +6% mind Mind.save +12 (+4 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +20% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +6 Wil dps ---------- Spell.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Phys.save +6 (+3 eff.) ---------- misc Max.vim +40.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Dex +4 Mag dps ---------- Spell.crit +4% S.pwr/crit +2 ----- def ----- Armour +4 Fatigue +4% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Lck +5 Dex dps ---------- Phys.crit +5.0% Spell.crit +3% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +22% darkness Phys.save +13 (+7 eff.) Mind.save +3 (+1 eff.) Heal.mod +10% ---------- misc Infravis +5 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Str +2 Dex +5 Wil +8 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +7 (+4 eff.) ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% acid Res.pen +20% physical Melee Ret 6 light 6 physical ----- def ----- Defense +2 (+1 eff.) Resists +22% acid +3% light Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Str +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +6% acid Mind.save +18 (+6 eff.) Confus- +32% A cap made of leather. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Melee+ 8 darkness Ranged+ 7 darkness Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +19% temporal +25% darkness +46% cold Def/telep +24 Res/telep +24% Dur/telep +16% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% cold Melee Ret 4 lightning ----- def ----- Armour +20 Fatigue +16% Resists +21% lightning +21% cold +15% nature +14% blight D.Red.from +5% Unnatural Phys.save +9 (+5 eff.) A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% Dmg.mod +9% lightning +6% light ----- def ----- Resists +7% fire +7% darkness +6% light Max.HP +23.00 ---------- misc Max.mana +33.00 Max.stam +18.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +5 Mag +1 Wil +4 Cun dps ---------- Res.pen +5% all Apr +7 ----- def ----- Resists +3% darkness ---------- misc Light +4 See.Invis +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. |
![]() 1.0 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 15 fire ----- def ----- Resists +7% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 139% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 310/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+3 eff.) Apr +5 ----- def ----- Armour +6 Resists +3% cold Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 19% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +1 Cun dps ---------- Dmg.mod +9% darkness Melee Ret 2 darkness ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 2 temporal ----- def ----- Resists +12% temporal Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +12% arcane +12% physical Acc +25 (+6 eff.) ----- def ----- Armour +8 Die.at -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% nature +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% mind ---------- misc Wards +3 lightning +3 temporal +2 mind +3 arcane Talents +1 Ward Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 26
28th Dusk 123rd year of Ascendancy at 00:51 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 10
66th Haze 122nd year of Ascendancy at 01:07 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 21
49th Pyre 123rd year of Ascendancy at 16:29 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 25
3rd Flare 123rd year of Ascendancy at 16:20 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 10
66th Haze 122nd year of Ascendancy at 01:06 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 20
2nd Pyre 123rd year of Ascendancy at 00:23 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 30
64th Dusk 123rd year of Ascendancy at 17:36 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 26
25th Dusk 123rd year of Ascendancy at 08:12 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 10
72nd Haze 122nd year of Ascendancy at 00:56 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 29
56th Dusk 123rd year of Ascendancy at 10:51 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 15
5th Regrowth 123rd year of Ascendancy at 15:41 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 29
55th Dusk 123rd year of Ascendancy at 09:19 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 26
26th Dusk 123rd year of Ascendancy at 09:50 see stats
By SvScm_ScrubPalthepeasant the Ogre Sun Paladin level 15
1st Regrowth 123rd year of Ascendancy at 09:26 see stats
Log
Ran for 2 turns (stop reason: taken damage).
The shield around SvScm_ScrubPalthepeasant crumbles.
Talent Rune: Biting Gale is ready to use.
Talent Second Life is ready to use.
Hurricane from Urkis, the High Tempest hits SvScm_ScrubPalthepeasant for (132 absorbed), 0 lightning (0 total damage).
Self-Destruction hits SvScm_ScrubPalthepeasant for 86 damage.
Storm drake hatchling attacks empty space.
Today is the 75th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:31.
Saving done.
Saving done.
Saving game...