











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 18 / 79% |
Size | medium |
Lifes / Deaths | Killed by Islildarawen the bandit at level 16 on the 45th Haze 122nd year of Ascendancy at 11:25 1 / 5Killed by Glorydhessra the king cobra at level 16 on the 45th Haze 122nd year of Ascendancy at 17:08 Killed by Layarevea the Guard at level 18 on the 59th Haze 122nd year of Ascendancy at 00:43 Killed by Gloryba the Guard at level 18 on the 59th Haze 122nd year of Ascendancy at 01:06 Killed by Scar at level 18 on the 59th Haze 122nd year of Ascendancy at 01:11 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 33 (base 30) |
Constitution | 27 (base 10) |
Magic | 53 (base 44) |
Willpower | 33 (base 14) |
Cunning | 18 (base 10) |
Resources
Life | 475/475 |
Paradox | 300 |
Healing Factor | 1.2386945338483 |
Regeneration | 0.30967363346209 |
Speed
Mental | +9.9999999999996% |
Attack | -7.1387340483398E-12% |
Movement | -66.666666666667% |
Spell | -7.1387340483398E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 20.569102280953 |
See Invisible | 22.569102280953 |
Offense: Mainhand
Damage | 74 |
Accuracy | 42 |
Crit Chance | 21% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Temporal | +11% |
Cold | +3% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (38.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 32 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 27%( 70%) |
Lightning | + 12%( 70%) |
Light | + 10%( 70%) |
Temporal | + 30%( 70%) |
Blight | + 13%( 70%) |
Cold | + 13%( 70%) |
Fire | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Bleed Resistance | 40% |
Confusion Resistance | 34% |
Blind Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Infusions | Effective talent level: 1.0 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 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -2% Resists +6% blight +9% temporal +3% light +3% darkness Phys.save +7 (+4 eff.) Spell.save +9 (+5 eff.) ---------- misc Max.enc +31 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Master Power 135% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 17 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +3% cold Apr +2 ----- def ----- Resists +18% darkness +6% cold Blind- +37% Confus- +12% ---------- misc Light +8 See.Stealth +8 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +5% temporal A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 126 fire damage Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Apr +2 Melee Ret 4 fire ----- def ----- Defense +20 (+6 eff.) Phys.save +20 (+10 eff.) Rings make your fingers look great! |
Around 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. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +11 Wil +3 Cun +11 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 36.24 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 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 519% 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 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% 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 [Normal] 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 146 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 123 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 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 230 life over 5 turns. 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 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 145 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 4 acid, 2 physical, 4 blight, 4 fire, 3 temporal, 3 cold 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 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 90.00 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 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 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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 Dexterity 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 53 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 Dexterity 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 21 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 40 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 Cunning 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 35 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 [Normal] 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 69 damage for 3 turns. 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 15 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 149 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 104 damage for 3 turns. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Phys.pwr +20 (+6 eff.) Dmg.mod +9% fire Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +20% ---------- misc Masteries +0.13 Chronomancy/Chronomancy Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) Dmg.mod +5% light +5% temporal +4% darkness +4% physical Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% mind +7% physical ---------- misc Stam/turn +0.20 Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +9 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 108% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +12 fire On Crit.r2 +19 fire While equipped: dps ---------- All.spd +3% Res.pen +10% fire Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 118% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 65% Mag Dmg Physical Mastery Strength of Purpose 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 88.41 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. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane Power 100% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 62 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +5% lightning Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane Power 113% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 62 cold damage (1/turn) While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% cold Res.pen +5% cold Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 117% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Master Power 127% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 115% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 18 While equipped: Stats +1 Cun +1 Wil One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Resists +9% acid +6% fire +6% cold Spell.save +3 (+2 eff.) ---------- misc Max.psi +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Dmg.mod +6% lightning +12% fire Res.pen +15% fire ----- def ----- Resists +6% cold +6% fire Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str +7 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +11% nature +15% fire Res.pen +5% lightning ----- def ----- Resists +11% darkness +22% fire +12% mind +9% all Phys.save +11 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+11 eff.) Poison- +25% Disease- +25% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+6 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. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +2.00 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+3 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +1 Fatigue +1% Resists +9% mind +3% light ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +10 (+3 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Armour +15 Defense +15 (+5 eff.) Mind.save +7 (+4 eff.) Max.HP +45.00 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Apr +2 ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness Phys.save +13 (+7 eff.) Spell.save +5 (+3 eff.) Mind.save +8 (+4 eff.) Silence- +20% Disarm- +24% Knockbk- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire +9% cold Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +2 Resists +12% cold Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +24% 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +9% acid Crit.chn- 10.00% Knockbk- +10% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +10.00% Res.pen +10% physical Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.12 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Rare] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% temporal +6% light +3% nature A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Ego] Master Power 134% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Master Power 113% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 50 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 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 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% mind Die.at -20.00 life Max.HP +41.00 Pinning- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +5 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 1 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 108 cold damage Puts all charms on 15 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 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 24% 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% 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 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 Scar the Shalore Temporal Warden level 14
24th Haze 122nd year of Ascendancy at 07:48 see stats
By Scar the Shalore Temporal Warden level 16
50th Haze 122nd year of Ascendancy at 10:44 see stats
By Scar the Shalore Temporal Warden level 10
56th Dusk 122nd year of Ascendancy at 03:13 see stats
By Scar the Shalore Temporal Warden level 8
26th Dusk 122nd year of Ascendancy at 19:49 see stats
By Scar the Shalore Temporal Warden level 8
28th Dusk 122nd year of Ascendancy at 21:09 see stats
By Scar the Shalore Temporal Warden level 18
59th Haze 122nd year of Ascendancy at 01:11 see stats
By Scar the Shalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 17:24 see stats
Log
You are unable to move!
Scar casts Singularity Arrow.
Layarevea the Guard uses Venomous Strike.
Scar is no longer pinned.
Scar's Singularity Arrow performs a ranged critical strike against Layarevea the Guard!
Scar's Singularity Arrow hits Layarevea the Guard for 136 physical damage.
Scar's Singularity Arrow killed Layarevea the Guard!
Gloryba the Guard uses Swift Shot.
Scar is focused by an arcane vortex!
Layarevea the Guard's Venomous Strike hits Scar for 82 nature damage.
Gloryba the Guard uses Hurricane Shot.
Arcane Vortex from Layarevea the Guard hits Scar for 21 arcane damage.
Scar uses Infusion: Healing.
Scar is not crippled anymore.
Scar receives 159 healing from Infusion: Healing.
Scar casts Invigorate.
Scar is invigorated.
Gloryba the Guard's Hurricane Shot performs a ranged critical strike against Scar!
Gloryba the Guard's Hurricane Shot hits Scar for 136 physical damage.
Gloryba the Guard's Hurricane Shot hits Scar for 69 physical damage.
Scar the level 18 shalore temporal warden was crushed to death by Gloryba the Guard on level 3 of Old Forest.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gloryba the Guard's Hurricane Shot killed Scar!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed!