














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 46 / 77% |
Size | medium |
Lifes / Deaths | Killed by Xanorilaith the sandworm at level 15 on the 15th Dusk 122nd year of Ascendancy at 08:56 0 / 8Killed by Slips at level 19 on the 24th Dusk 122nd year of Ascendancy at 19:25 Killed by Grand Corruptor at level 29 on the 3rd Regrowth 123rd year of Ascendancy at 07:13 Killed by Glorywen the weaver matriarch at level 37 on the 25th Regrowth 123rd year of Ascendancy at 18:02 Killed by Lisanne the orc corruptor at level 45 on the 4th Dusk 123rd year of Ascendancy at 06:26 Killed by armoured skeleton warrior at level 45 on the 4th Dusk 123rd year of Ascendancy at 12:42 Killed by Layuldawe the orc cryomancer at level 46 on the 6th Dusk 123rd year of Ascendancy at 15:51 Killed by Vor, Grand Geomancer of the Pride at level 46 on the 6th Dusk 123rd year of Ascendancy at 17:56 |
Primary Stats
Strength | 28 (base 17) |
Dexterity | 81 (base 60) |
Constitution | 70 (base 48) |
Magic | 14 (base 10) |
Willpower | 28 (base 12) |
Cunning | 94 (base 60) |
Resources
Life | -124/1399 |
Stamina | 196/280 |
Healing Factor | 1.7872792565121 |
Regeneration | 37.979684200883 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 67.7130585364 |
See Invisible | 67.7130585364 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 54 |
Accuracy | 62 |
Crit Chance | 37% |
APR | 18 |
Speed | 0.80 |
Offense: Offhand
Damage | 43 |
Accuracy | 62 |
Crit Chance | 37% |
APR | 18 |
Speed | 0.80 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Light | +36% |
Physical | +14% |
All | +8% |
Nature | +28% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +25% |
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 80 (100%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 15 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 23%( 70%) |
Acid | + 27%( 70%) |
Lightning | + 26%( 70%) |
Temporal | + 27%( 70%) |
Cold | + 64%( 70%) |
Arcane | + 22%( 70%) |
Fire | + 27%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 40% |
Stun Resistance | 30% |
Poison Resistance | 50% |
Knockback Resistance | 97% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 671% 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
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Stealth | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.80 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
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. | 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 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 |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Zuberiara the gigantic sandworm tunneler. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 training room. * 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: 731. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed faerlhing fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. * You've found the needed multi-hued wyrm scale. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal 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 [Random Unique] Nature/Master While equipped: Stats +10 Lck +6 Dex dps ---------- Crit.mult +15.00% ----- def ----- Armour +5 Defense +13 (+2 eff.) Resists +5% arcane +6% darkness Stealth +12 Die.at -80.00 life Max.HP +40.00 HP.reg +5.00 Heal.mod +26% Evasion: (Instant) Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 55 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 18.83 cold damage and 19.88 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light ----- def ----- Armour +20 Defense +15 (+3 eff.) Fatigue +5% Resists +10% acid +11% fire +9% lightning +8% cold ---------- misc Infravis +5 A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +4 Cun +2 Con dps ---------- Melee+ 13 physical Ranged+ 13 physical Dmg.mod +6% physical On Hit (Melee): * 12% chance to reduce all saves and defense by 30 On Hit (Ranged): * 14% chance to reduce all saves and defense by 30 ----- def ----- Resists +15% cold Max.HP +80.00 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +13 (+7 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +6% all ----- def ----- Max.HP +89.00 HP.reg +13.00 Heal.mod +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +15 (+3 eff.) Resists +3% cold +10% temporal Phys.save +10 (+5 eff.) Max.HP +45.00 HP.reg +3.00 Pinning- +27% Knockbk- +27% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 200% of your Dexterity as Light damage (162). While equipped: dps ---------- Dmg.mod +25% light Res.pen +25% light ---------- misc Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
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 off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 200% of your Cunning as Darkness damage (188). While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +25% darkness ---------- misc Light +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +4 Str +7 Cun +4 Con dps ---------- Crit.mult +20.00% Mind.pwr +15 (+5 eff.) Phasing +30% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% cold ---------- misc Mana/turn +0.20 Equi/ret +0.16 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] 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 instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. 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 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -369 life. The duration and life will increase by 1% for every 1% life you have lost (currently 770 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 764% 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 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 [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 364 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. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +6 Mag +8 Cun +9 Con dps ---------- Spell.crit +2% S.pwr/crit +4 Mov.spd +10% On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Fatigue -16% HP.reg +9.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.30 Vim/s.crit +2.00 Max.mana +20.00 Max.vim +30.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% acid +5% cold ----- def ----- Resists +12% acid +5% arcane Max.HP +54.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +8 Wil +7 Cun dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Mind.save +8 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +6 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+2 eff.) Max.HP +56.00 HP.reg +12.00 Heal.mod +15% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 4.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 104.01 fire damage, and flames will be left dealing a further 24.01 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Master/Psionic Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +14% physical Acc +21 (+5 eff.) Apr +16 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +12.0% Phys.pwr +25 (+8 eff.) Res.pen +10% physical ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 32.0 - 41.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 light On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Crit.mult +20.00% Phys.pwr +9 (+3 eff.) Dmg.mod +12% blight +6% acid Res.pen +10% mind Phasing +30% ----- def ----- Resists +6% acid ---------- misc Vim/s.crit +2.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+8 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery 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 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 123.32 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 T3 dagger 1H weapon [Ego++] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 49 lightning damage (1/turn) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Dmg.mod +13% lightning Res.pen +13% lightning Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 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 +9% Mind.pwr +14 (+5 eff.) All.spd +9% Melee+ 14 fire Dmg.mod +12% mind +12% fire Res.pen +11% fire ----- def ----- Resists +4% fire ---------- misc Psi/m.crit +3.00 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. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Nature/Master 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: Stats +8 Con dps ---------- Spell.crit +18% Crit.mult +13.00% Spell.pwr +27 (+13 eff.) Dmg.mod +9% lightning +30% cold Res.pen +5% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +9% lightning HP.reg +1.90 Heal.mod +28% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Acc +18 (+4 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -7% Spell.save +11 (+8 eff.) Max.HP +70.00 ---------- misc Stam/turn +0.90 Max.stam +21.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +11% light ----- def ----- Resists +16% light +7% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +5 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Mana/s.crit +2.00 Max.mana +100.00 Max.stam +20.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 7) Puts all charms on 17 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +24% lightning +9% physical Acc +20 (+5 eff.) ----- def ----- Armour +15 Defense +25 (+5 eff.) Resists +6% cold Mind.save +15 (+5 eff.) Max.HP +71.00 Unarmed combat: Power 34.5 - 38.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Max.HP +65.00 Unarmed combat: Power 30.5 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% darkness +12% physical ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Str +4 Mag +2 Con dps ---------- Crit.mult +20.00% Phasing +30% Melee Ret 4 mind 6 arcane ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% HP.reg +5.60 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +7.0% Mov.spd +20% Apr +11 ----- def ----- Armour +7 Defense +35 (+7 eff.) Fatigue +8% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 24 cooldown Level 5.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 78 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +15% lightning Max.HP +38.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 68 power out of 100/100 The very essence of bearness! |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+5 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+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: 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 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+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: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 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. |
![]() 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 68 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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.(81 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 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 137 power out of 202/400 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. |
![]() 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 21 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. |
![]() 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 (+7 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+7 eff.) Mind.save +10 (+3 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 Slips the Cornac Rogue level 33
14th Regrowth 123rd year of Ascendancy at 20:07 see stats
By Slips the Cornac Rogue level 33
13rd Regrowth 123rd year of Ascendancy at 03:05 see stats
By Slips the Cornac Rogue level 38
27th Regrowth 123rd year of Ascendancy at 07:11 see stats
By Slips the Cornac Rogue level 39
31st Regrowth 123rd year of Ascendancy at 17:27 see stats
By Slips the Cornac Rogue level 44
20th Pyre 123rd year of Ascendancy at 19:32 see stats
By Slips the Cornac Rogue level 36
23rd Regrowth 123rd year of Ascendancy at 10:50 see stats
By Slips the Cornac Rogue level 24
49th Haze 122nd year of Ascendancy at 05:36 see stats
By Slips the Cornac Rogue level 19
46th Dusk 122nd year of Ascendancy at 09:31 see stats
By Slips the Cornac Rogue level 44
4th Flare 123rd year of Ascendancy at 16:46 see stats
By Slips the Cornac Rogue level 35
19th Regrowth 123rd year of Ascendancy at 15:43 see stats
By Slips the Cornac Rogue level 25
68th Haze 122nd year of Ascendancy at 00:02 see stats
By Slips the Cornac Rogue level 36
25th Regrowth 123rd year of Ascendancy at 08:58 see stats
By Slips the Cornac Rogue level 19
46th Dusk 122nd year of Ascendancy at 09:30 see stats
By Slips the Cornac Rogue level 44
50th Pyre 123rd year of Ascendancy at 01:41 see stats
By Slips the Cornac Rogue level 25
68th Haze 122nd year of Ascendancy at 11:44 see stats
By Slips the Cornac Rogue level 45
4th Flare 123rd year of Ascendancy at 19:10 see stats
By Slips the Cornac Rogue level 27
3rd Decay 122nd year of Ascendancy at 11:52 see stats
By Slips the Cornac Rogue level 40
32nd Regrowth 123rd year of Ascendancy at 04:02 see stats
By Slips the Cornac Rogue level 42
15th Pyre 123rd year of Ascendancy at 19:18 see stats
By Slips the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 14:19 see stats
By Slips the Cornac Rogue level 20
61st Dusk 122nd year of Ascendancy at 13:25 see stats
By Slips the Cornac Rogue level 30
5th Regrowth 123rd year of Ascendancy at 02:04 see stats
By Slips the Cornac Rogue level 40
31st Regrowth 123rd year of Ascendancy at 23:19 see stats
By Slips the Cornac Rogue level 23
23rd Haze 122nd year of Ascendancy at 15:47 see stats
By Slips the Cornac Rogue level 26
1st Decay 122nd year of Ascendancy at 05:51 see stats
By Slips the Cornac Rogue level 34
17th Regrowth 123rd year of Ascendancy at 12:23 see stats
By Slips the Cornac Rogue level 35
19th Regrowth 123rd year of Ascendancy at 17:25 see stats
By Slips the Cornac Rogue level 45
4th Dusk 123rd year of Ascendancy at 06:24 see stats
By Slips the Cornac Rogue level 8
78th Pyre 122nd year of Ascendancy at 04:28 see stats
By Slips the Cornac Rogue level 23
37th Haze 122nd year of Ascendancy at 09:47 see stats
By Slips the Cornac Rogue level 44
45th Pyre 123rd year of Ascendancy at 12:32 see stats
By Slips the Cornac Rogue level 41
5th Pyre 123rd year of Ascendancy at 13:30 see stats
By Slips the Cornac Rogue level 23
36th Haze 122nd year of Ascendancy at 20:06 see stats
By Slips the Cornac Rogue level 25
67th Haze 122nd year of Ascendancy at 20:26 see stats
By Slips the Cornac Rogue level 16
20th Dusk 122nd year of Ascendancy at 13:57 see stats
By Slips the Cornac Rogue level 32
12nd Regrowth 123rd year of Ascendancy at 18:10 see stats
Log
Burning from Vor, Grand Geomancer of the Pride hits Slips for 56 fire damage.
Slips uses Venomous Throw.
Vor, Grand Geomancer of the Pride casts Chain Lightning.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Slips reacts to damage from Vor, Grand Geomancer of the Pride, mitigating the blow!.
Vor, Grand Geomancer of the Pride hits Slips for (198 reacted , -5 stam), 325 lightning (325 total damage).
The fabric of time around Vor, Grand Geomancer of the Pride stabilizes to normal.
Vor, Grand Geomancer of the Pride casts a protective shield just in time!
Vor, Grand Geomancer of the Pride's Illuminate is disrupted by his wounds!
Vor, Grand Geomancer of the Pride is poisoned!
Vor, Grand Geomancer of the Pride slows down.
Vor, Grand Geomancer of the Pride's glacial vapour area effect hits Slips for 50 cold damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 138 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Vor, Grand Geomancer of the Pride receives 111 healing from Iserelaith the ghast's healing light area effect.
Slips's Venomous Throw hits Vor, Grand Geomancer of the Pride for (196 absorbed), 84 nature, (7 absorbed), 3 arcane, (5 absorbed), 2 physical (89 total damage).
Slips uses Infusion: Healing.
Slips receives 436 healing from Infusion: Healing.
Slips uses Smokescreen.
Burning from Vor, Grand Geomancer of the Pride hits Slips for 56 fire damage.
Space restabilizes around you.
Slips has finished recovering.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 138 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Slips for 86 fire damage.
Slips the level 46 cornac rogue was scorched to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.