












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Skirmisher |
Level / Exp | 50 / 2205% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 50 on the 54th Pyre 124th year of Ascendancy at 21:15 / 2Killed by Elandar at level 50 on the 54th Pyre 124th year of Ascendancy at 22:04 |
Antimagic | Follower |
Primary Stats
Strength | 43 (base 11) |
Dexterity | 100 (base 59) |
Constitution | 48 (base 41) |
Magic | 12 (base 12) |
Willpower | 77 (base 56) |
Cunning | 93 (base 64) |
Resources
Life | -453/1403 |
Stamina | 344/414 |
Equilibrium | 38 |
Healing Factor | 1.2678383355186 |
Regeneration | 48.152577777451 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 20 |
Infravision | 9 |
See Stealth | 67.462741333324 |
See Invisible | 67.462741333324 |
Offense: Mainhand
Damage | 185 |
Accuracy | 83 |
Crit Chance | 68% |
APR | 66 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +30% |
Mind | +15% |
Cold | +30% |
Physical | +63% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +28% |
Light | +23% |
Mind | +23% |
Darkness | +23% |
Physical | +63% |
Fire | +23% |
All | +13% |
Defense: Base
Armour (hardiness) | 56.95989866272 (100%) |
Defense | 87 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 25 |
Mental Save | 59 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 46%( 70%) |
Physical | + 50%( 70%) |
Cold | + 66%( 70%) |
All | + 32%( 70%) |
Lightning | + 48%( 70%) |
Light | + 46%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 59%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 57%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 100% |
Poison Resistance | 22% |
Blind Resistance | 100% |
Silence Resistance | 20% |
Pinning Resistance | 55% |
Disarm Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 825% 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 Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Buckler Training | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Adywe the stone troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by decaying devourer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emelubrelaith the treant. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by elder vampire. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost tinker from death by Eilinanor the ghast. Escort: lost tinker (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Polymira the spitting spider. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by minotaur. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3522. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +4.0% Phys.pwr +15 (+5 eff.) Res.pen +25% physical ----- def ----- Armour +5 Resists +14% lightning +24% temporal +4% physical Mind.save +18 (+5 eff.) Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 69.5 - 83.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 21 Ranged+ +33 fire +28 physical +12 cold On Hit.r1 +4 nature On Crit.r2 +12 temporal +8 nature +15 fire On Hit: * 20% chance to slow global speed by 60% * 20% chance to knock the target back 3 spaces and deal 211 physical damage On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +1 Con +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +21.00% Phys.pwr +8 (+2 eff.) Res.pen +13% all Apr +10 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +15 (+3 eff.) Resists +6% acid +3% cold Max.HP +67.00 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +15 (+3 eff.) Apr +16 ----- def ----- Armour +19 Defense +12 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +13 (+6 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Dmg.mod +15% light +6% physical Acc +6 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Disarm- +23% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +6% blight +9% fire Crit.chn- 10.00% Max.HP +100.00 Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +8 (+1 eff.) ----- def ----- Resists +9% acid +6% fire +3% lightning Crit.chn- 10.00% Mind.save +16 (+4 eff.) Max.HP +20.00 HP.reg +3.00 Silence- +20% Confus- +31% Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun +4 Str dps ---------- Melee Ret 6 darkness ----- def ----- Resists +11% nature +9% blight Max.HP +21.00 HP.reg +6.00 Poison- +22% Disease- +20% Disarm- +28% Pinning- +25% Stun/Frz- +34% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +23 Dex -12 Mag dps ---------- Crit.mult +30.00% Res.pen +10% darkness Acc +18 (+3 eff.) Apr +34 ----- def ----- Resists +21% mind Confus- +42% ---------- misc Light +2 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 14 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +14% cold +6% blight +11% fire +6% mind +12% nature Die.at -80.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 79.73 to 99.67 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +3 (+1 eff.) S.pwr/crit +8 Res.pen +10% physical Phasing +30% Melee Ret 10 physical ----- def ----- Defense +17 (+3 eff.) Fatigue -4% Die.at -40.00 life ---------- misc Mana/s.crit +2.00 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 [Random Unique] Nature While equipped: Stats +6 Str +5 Mag +5 Wil +1 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% lightning +22% physical +30% cold ----- def ----- Resists +7% lightning +13% physical +33% cold +9% all Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 458.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Defense +30 (+6 eff.) Resists +6% lightning Crit.chn- 15.00% Mind.save +11 (+3 eff.) Die.at -40.00 life Heal.mod +15% Confus- +36% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +2 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind ----- def ----- Phys.save +8 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +42.00 HP.reg +4.00 Blind- +16% Confus- +16% ---------- misc Infravis +2 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Defense +20 (+4 eff.) Resists +9% mind Crit.chn- 10.00% Spell.save +12 (+6 eff.) Max.HP +20.00 Blind- +10% Stun/Frz- +20% Knockbk- +20% ---------- misc Masteries +0.15 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +12% darkness Blind- +21% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +21% mind +3% physical Acc +15 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +6% mind Die.at -40.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+1 eff.) ----- def ----- Armour +5 Resists +5% all Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +21% ---------- misc Max.enc +21 Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +2 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 14 physical Ranged+ 12 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 32 On Hit (Ranged): * 14% chance to reduce all saves and defense by 32 ----- def ----- Stun/Frz- +60% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +5.00% Acc +9 (+1 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Defense +10 (+2 eff.) Resists +9% darkness Mind.save +3 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +3 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +15% temporal Res.pen +15% temporal ----- def ----- Resists +6% fire Mind.save +12 (+3 eff.) Confus- +40% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Hate/m.crit +3.00 Max.hate +10.54 Max.psi +40.00 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 77.0 - 115.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +49% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit: * 27% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +9 Wil dps ---------- Dmg.mod +12% mind Res.pen +15% light Melee Ret 10 mind 14 temporal ---------- misc Mana/s.crit +2.72 Vim/s.crit +2.72 Max.mana +136.01 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +20 lightning While equipped: dps ---------- Mind.crit +4% Dmg.mod +15% fire Res.pen +34% temporal +14% physical Acc +25 (+5 eff.) Apr +15 Melee Ret 14 mind 14 lightning ----- def ----- Resists +20% temporal Mind.save +15 (+4 eff.) ---------- misc Equi/ret +0.40 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +14% lightning +16% cold +15% physical ----- def ----- Defense +32 (+6 eff.) Pinning- +40% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon [Random Unique] Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +13 nature On Hit.r1 +12 lightning On Hit: * 10% chance to slow global speed by 60% On Crit: * silences the target While equipped: dps ---------- Phys.crit +7.0% Res.pen +9% nature +10% all Acc +21 (+4 eff.) Apr +10 ----- def ----- Resists +15% acid +3% fire +3% darkness +3% light Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +10% physical Res.pen +7% all Acc +5 (+1 eff.) Apr +6 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+12 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff On Spell Hit: 10% Chain Lightning 6 Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +13 (+4 eff.) Dmg.mod +19% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Hit.r1 +11 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +27 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Crit.mult +20.00% Apr +9 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 52.0 - 72.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 acid +16 cold On Crit.r2 +24 lightning +27 arcane On Hit: * 27% chance to reduce armor by 16% While equipped: dps ---------- Dmg.mod +30% cold Melee Ret 14 lightning ----- def ----- Resists +36% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light +30 cold Against +30% Undead On Crit.r2 +4 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +15.0% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind Res.pen +15% darkness ---------- misc Psi/ret +0.16 Max.hate +6.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +20% Undead While equipped: dps ---------- Res.pen +15% physical Acc +25 (+5 eff.) Apr +15 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Resists +6% lightning +5% temporal Spell.save +3 (+2 eff.) Max.HP +20.00 Confus- +10% ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag ----- def ----- Resists +6% darkness +3% cold Crit.chn- 5.00% Max.HP +32.00 ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +6 Wil dps ---------- Crit.mult +20.00% Acc +10 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +12% blight Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +26 (+17 eff.) S.pwr/crit +7 ----- def ----- Resists +15% all Spell.save +27 (+14 eff.) Silence- +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Res.pen +5% temporal +10% physical Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Resists +11% cold +9% temporal +6% mind +11% fire A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +3 Resists +9% fire +11% cold Blindside: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +9 (+9 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 243.13 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +2 Resists +8% light +8% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 2.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 44.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +12 Str +5 Dex +5 Cun dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 386.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +6% Resists +14% blight +13% darkness Phys.save +7 (+3 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 61.0 - 73.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +8 lightning +7 temporal +8 darkness +8 fire +8 nature +7 blight +8 cold +8 arcane +8 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 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 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 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 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Spell.crit +5% Crit.mult +20.00% S.pwr/crit +6 Dmg.mod +15% blight ----- def ----- Resists +5% arcane Spell.save +12 (+6 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +4 See.Stealth +17 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +46.00 Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Ego+] Arcane Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 On Hit: 20% Curse of Death 1 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 546 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Datte the Higher Skirmisher level 41
68th Pyre 123rd year of Ascendancy at 17:45 see stats
By Datte the Higher Skirmisher level 50
37th Regrowth 124th year of Ascendancy at 15:31 see stats
By Datte the Higher Skirmisher level 41
67th Pyre 123rd year of Ascendancy at 01:01 see stats
By Datte the Higher Skirmisher level 19
56th Haze 122nd year of Ascendancy at 07:25 see stats
By Datte the Higher Skirmisher level 46
5th Mirth 123rd year of Ascendancy at 23:54 see stats
By Datte the Higher Skirmisher level 50
29th Regrowth 124th year of Ascendancy at 09:01 see stats
By Datte the Higher Skirmisher level 44
2nd Mirth 123rd year of Ascendancy at 11:57 see stats
By Datte the Higher Skirmisher level 22
8th Allure 123rd year of Ascendancy at 06:07 see stats
By Datte the Higher Skirmisher level 18
36th Dusk 122nd year of Ascendancy at 03:54 see stats
By Datte the Higher Skirmisher level 43
75th Pyre 123rd year of Ascendancy at 15:22 see stats
By Datte the Higher Skirmisher level 32
68th Regrowth 123rd year of Ascendancy at 15:05 see stats
By Datte the Higher Skirmisher level 35
12nd Pyre 123rd year of Ascendancy at 04:43 see stats
By Datte the Higher Skirmisher level 24
17th Regrowth 123rd year of Ascendancy at 06:06 see stats
By Datte the Higher Skirmisher level 35
16th Pyre 123rd year of Ascendancy at 06:48 see stats
By Datte the Higher Skirmisher level 23
15th Regrowth 123rd year of Ascendancy at 10:24 see stats
By Datte the Higher Skirmisher level 50
49th Pyre 124th year of Ascendancy at 14:54 see stats
By Datte the Higher Skirmisher level 50
57th Regrowth 124th year of Ascendancy at 08:16 see stats
By Datte the Higher Skirmisher level 33
70th Regrowth 123rd year of Ascendancy at 07:43 see stats
By Datte the Higher Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 15:43 see stats
By Datte the Higher Skirmisher level 20
4th Decay 122nd year of Ascendancy at 20:49 see stats
By Datte the Higher Skirmisher level 30
58th Regrowth 123rd year of Ascendancy at 00:48 see stats
By Datte the Higher Skirmisher level 40
64th Pyre 123rd year of Ascendancy at 04:02 see stats
By Datte the Higher Skirmisher level 50
1st Allure 124th year of Ascendancy at 05:36 see stats
By Datte the Higher Skirmisher level 50
32nd Pyre 124th year of Ascendancy at 23:48 see stats
By Datte the Higher Skirmisher level 50
50th Regrowth 124th year of Ascendancy at 05:12 see stats
By Datte the Higher Skirmisher level 18
9th Haze 122nd year of Ascendancy at 15:21 see stats
By Datte the Higher Skirmisher level 28
36th Regrowth 123rd year of Ascendancy at 06:17 see stats
By Datte the Higher Skirmisher level 22
15th Regrowth 123rd year of Ascendancy at 05:10 see stats
By Datte the Higher Skirmisher level 43
75th Pyre 123rd year of Ascendancy at 16:42 see stats
By Datte the Higher Skirmisher level 50
54th Pyre 124th year of Ascendancy at 21:55 see stats
By Datte the Higher Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 13:47 see stats
By Datte the Higher Skirmisher level 50
14th Pyre 124th year of Ascendancy at 09:25 see stats
By Datte the Higher Skirmisher level 29
47th Regrowth 123rd year of Ascendancy at 20:23 see stats
By Datte the Higher Skirmisher level 35
18th Pyre 123rd year of Ascendancy at 23:28 see stats
By Datte the Higher Skirmisher level 48
20th Haze 123rd year of Ascendancy at 07:31 see stats
By Datte the Higher Skirmisher level 29
47th Regrowth 123rd year of Ascendancy at 09:30 see stats
By Datte the Higher Skirmisher level 25
18th Regrowth 123rd year of Ascendancy at 00:19 see stats
By Datte the Higher Skirmisher level 16
1st Dusk 122nd year of Ascendancy at 22:55 see stats
By Datte the Higher Skirmisher level 50
54th Pyre 124th year of Ascendancy at 21:15 see stats
By Datte the Higher Skirmisher level 40
66th Pyre 123rd year of Ascendancy at 16:05 see stats
Log
Multi-hued drake breathes ice!
Datte resists the freeze!
Multi-hued drake hits Datte for (211 blocked), 0 cold (0 total damage).
Datte uses Kneecapper.
Multi-hued drake shrugs off the effect 'Slow movement'!
Multi-hued drake is pinned to the ground.
Datte slows down.
Multi-hued drake resists the vile poison!
Datte's Kneecapper hits Something for (1 absorbed), 0 nature (0 total damage).
Datte's Kneecapper hits Multi-hued drake for 538 physical, 16 physical, 6 fire, 2 cold, 2 nature (564 total damage).
Elandar's cleansing fire area effect hits Datte for (69 antimagic), (23 flat reduction), 0 fire (0 total damage).
Datte reacts to damage from Elandar's Fireflash, mitigating the blow!.
Elandar's Fireflash hits Datte for (69 antimagic), (35 flat reduction), (214 reacted , -6 stam), 293 fire (293 total damage).
Elandar's cleansing fire area effect hits Datte for (69 antimagic), (29 flat reduction), 0 fire (0 total damage).
Datte uses Relentless Pursuit.
Datte is not stunned anymore.
Datte speeds up.
Datte uses Tumble.
Datte uses Disengage.
Datte uses Tumble.
You pickup 0.45 gold pieces.
Datte uses Disengage.
Datte is moving at extreme speed!
Elandar casts Manathrust.
Elandar's spell attains critical power!
Datte reacts to damage from Elandar, mitigating the blow!.
Elandar hits Datte for (69 antimagic), (35 flat reduction), (235 reacted , -6 stam), 322 arcane (322 total damage).
Datte the level 50 higher skirmisher was dweomered to death by a Elandar on level 11 of High Peak.