











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
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 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 Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 33 / 69% |
Size | small |
Lifes / Deaths | Killed by Xanimiba the skeleton warrior at level 11 on the 30th Dusk 122nd year of Ascendancy at 13:44 0 / 7Killed by dread at level 14 on the 73rd Dusk 122nd year of Ascendancy at 09:29 Killed by ritch flamespitter at level 16 on the 20th Haze 122nd year of Ascendancy at 22:37 Killed by Poliriann the bee swarm at level 25 on the 61st Pyre 123rd year of Ascendancy at 23:02 Killed by Xanamibrewen the vampire at level 27 on the 9th Mirth 123rd year of Ascendancy at 00:13 Killed by Glothra the skeleton archer at level 32 on the 14th Haze 123rd year of Ascendancy at 22:57 Killed by Bethima the skeleton magus at level 33 on the 36th Haze 123rd year of Ascendancy at 01:59 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 84 (base 60) |
Constitution | 19 (base 10) |
Magic | 19 (base 13) |
Willpower | 37 (base 30) |
Cunning | 59 (base 42) |
Resources
Life | -164/919 |
Stamina | 144/264 |
Equilibrium | 30 |
Healing Factor | 1.0791723257555 |
Regeneration | 4.5864823844609 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
See Stealth | 36.114050962765 |
See Invisible | 48.114050962765 |
Offense: Mainhand
Damage | 115 |
Accuracy | 74 |
Crit Chance | 23% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +14% |
Fire | +3% |
Nature | +6% |
Physical | +24% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +32% |
Lightning | +24% |
Cold | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 25 (69.687909656376%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 25 |
Mental Save | 32 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 17%( 70%) |
All | + 11%( 70%) |
Lightning | + 44%( 70%) |
Light | + 14%( 70%) |
Temporal | + 36%( 70%) |
Fire | + 30%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 83% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Disarm Resistance | 83% |
Poison Resistance | 28% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 673% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Silibrenne the ghoulking. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Velena the snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Ivyravena the skeleton magus. Escort: repented thief (level 4 of Dreadfell) | failed |
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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 86. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed red crystal shard. * You've found the needed multi-hued wyrm scale. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Mind.crit +1% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +7 Defense +25 (+6 eff.) Die.at -40.00 life ---------- misc Infravis +3 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Master Power 49.0 - 68.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 Ranged+ +16 fire On Hit.r1 +8 mind +20 fire On Crit.r2 +20 mind +16 fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +8 ----- def ----- Resists +12% nature +3% temporal Max.HP +46.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +1 Defense +15 (+4 eff.) Fatigue +1% Resists +6% acid +6% lightning Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Die.at -20.00 life A cap made of leather. |
Tool | ![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical ----- def ----- Defense +15 (+4 eff.) Max.HP +21.00 Disarm- +38% Pinning- +34% Knockbk- +31% ---------- misc Stam/turn +3.00 See.Invis +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% fire Crit.chn- 5.00% Max.HP +62.00 Disarm- +23% Pinning- +20% Knockbk- +41% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +5 Cun +8 Lck dps ---------- Res.pen +25% physical Acc +25 (+5 eff.) Apr +5 Melee Ret 6 physical ----- def ----- Phys.save +6 (+3 eff.) Stealth +10 ---------- misc T.Disarm +11 Infravis +5 A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +23 lightning +32 cold While equipped: dps ---------- Mov.spd +42% Res.pen +17% lightning +20% cold Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +9 Resists +6% blight +9% fire +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +14% lightning +12% physical +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +10% lightning +3% temporal +7% cold +6% fire +11% all Blind- +10% Disease- +10% Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +8 Defense +27 (+6 eff.) Resists +12% lightning 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 T3 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +4 Con dps ---------- Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Resists +9% lightning +22% temporal +3% light +18% blight +18% nature Phys.save +11 (+5 eff.) Max.HP +54.00 HP.reg +4.00 Poison- +28% Disease- +32% Pinning- +29% Knockbk- +32% Amulets make your neck look great! |
Inventory
![]() 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..." |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 776% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 147 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 178 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 386 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 204 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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] Master While equipped: Stats +1 Dex +1 Mag ----- def ----- Fatigue -5% Resists +6% nature HP.reg +2.00 Heal.mod +10% Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +18% cold +6% nature +6% darkness Spell.save +12 (+6 eff.) Die.at -40.00 life Heal.mod +12% Cut- +50% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 340 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% mind Apr +2 ----- def ----- Armour +16 Defense +20 (+5 eff.) Resists +17% nature +16% blight Poison- +23% Disease- +32% ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% physical Apr +3 Melee Ret 6 fire ----- def ----- Armour +6 Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex ----- def ----- Resists +1% physical HP.reg +1.00 Stun/Frz- +22% ---------- misc Stam/turn +1.00 Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +7 (+1 eff.) Apr +8 Melee Ret 4 darkness ----- def ----- Defense +8 (+2 eff.) Resists +3% lightning Max.HP +20.00 Blind- +20% Disarm- +10% Confus- +10% Knockbk- +20% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Str +4 Dex +5 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Crit.chn- 10.00% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Dmg.mod +6% darkness Res.pen +20% light Acc +9 (+2 eff.) Apr +4 ---------- misc Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 5 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 32 On Hit (Ranged): * 12% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +7 acid +20 nature While equipped: dps ---------- Phys.crit +13.0% Crit.mult +37.00% Res.pen +19% acid +21% nature Apr +26 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +37.00% Acc +7 (+1 eff.) Apr +13 ----- def ----- Defense +14 (+3 eff.) Disarm- +42% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +11 (+2 eff.) Sharp, long, and deadly. |
![]() 4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +17 acid +23 nature While equipped: Stats +8 Dex +1 Wil dps ---------- Spell.crit +2% Res.pen +14% acid +8% physical +12% nature +5% arcane Apr +11 ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Mana/turn +0.04 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning While equipped: Stats +3 Mag dps ---------- Dmg.mod +18% lightning +8% temporal +11% physical Res.pen +9% temporal +11% physical ---------- misc Reload +5 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Random Unique] Nature/Master Power 30.0 - 42.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 50 Ranged+ +8 blight On Hit.r1 +4 arcane On Crit.r2 +16 arcane On Hit: * 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Psionic Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Ranged+ +17 physical +20 mind On Hit.r1 +20 mind +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +13% all ----- def ----- Resists +12% darkness +13% mind +11% all Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +7% physical +15% cold ----- def ----- Resists +8% blight +7% cold +7% lightning +11% all Max.HP +49.00 HP.reg +2.30 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +14% arcane +13% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% Dmg.mod +14% physical ----- def ----- Resists +13% all +14% physical ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +7 Cun +8 Wil ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +7% Phys.save +11 (+5 eff.) Mind.save +24 (+10 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) ----- def ----- Die.at -40.00 life Max.HP +31.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +5% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +9% lightning Res.pen +5% blight +15% acid +5% lightning ----- def ----- Resists +12% acid Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Wil +4 Mag ----- def ----- Mind.save +7 (+3 eff.) Max.HP +58.00 ---------- misc Mana/turn +0.16 Max.mana +28.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life HP.reg +2.00 Blind- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +3.0% Res.pen +10% darkness +10% cold ----- def ----- Defense +7 (+2 eff.) Resists +3% cold Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +16% temporal +15% darkness +15% cold Def/telep +17 Res/telep +12% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Dex ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Acc +30 (+6 eff.) ----- def ----- Armour +8 Fatigue +3% Crit.chn- 15.00% Phys.save +15 (+7 eff.) ---------- misc Max.stam +20.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Phys.save +12 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +17 (+8 eff.) Max.HP +59.00 Disarm- +22% Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +13 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Melee+ 7 light 11 temporal Ranged+ 7 temporal Dmg.mod +3% light +3% temporal Res.pen +15% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% temporal +7% light +9% fire Disarm- +29% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 On Hit: 20% Searing Light 3 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.74 to 149.22 lightning damage (99.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/ret +1.60 Equi/ret +1.80 Infravis +3 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% blight Melee Ret 4 blight ----- def ----- Armour +4 Fatigue +4% Resists +6% nature Crit.chn- 15.00% Max.HP +100.00 Heal.mod +20% Cut- +20% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +2 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 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 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 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% fire ----- def ----- Resists +9% darkness Max.HP +41.00 ---------- misc Mana/s.crit +2.00 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] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +11 Mag +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) Mov.spd +10% ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Max.mana +100.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 10 light ----- def ----- Armour +12 Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 310 physical damage Puts all charms on 13 cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 13 cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% lightning +12% mind ----- def ----- Resists +12% lightning Mind.save +18 (+8 eff.) Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 760 Base Damage: 303 Armor: 24 All Resist: 22 Puts all charms on 22 cooldown 100% to heal for 68. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% light +15% arcane ----- def ----- Resists +5% arcane +15% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 75 lightning damage and will be dazed for 1 turn (378 total damage) Puts all charms on 13 cooldown 100% to heal for 65. 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
Achievements
By BowGenius the Halfling Archer level 14
73rd Dusk 122nd year of Ascendancy at 11:24 see stats
By BowGenius the Halfling Archer level 10
22nd Dusk 122nd year of Ascendancy at 19:34 see stats
By BowGenius the Halfling Archer level 22
58th Regrowth 123rd year of Ascendancy at 19:28 see stats
By BowGenius the Halfling Archer level 25
6th Pyre 123rd year of Ascendancy at 06:13 see stats
By BowGenius the Halfling Archer level 32
21st Haze 123rd year of Ascendancy at 11:26 see stats
By BowGenius the Halfling Archer level 10
2nd Dusk 122nd year of Ascendancy at 17:21 see stats
By BowGenius the Halfling Archer level 20
50th Haze 122nd year of Ascendancy at 03:23 see stats
By BowGenius the Halfling Archer level 30
52nd Dusk 123rd year of Ascendancy at 02:29 see stats
By BowGenius the Halfling Archer level 29
34th Dusk 123rd year of Ascendancy at 05:56 see stats
By BowGenius the Halfling Archer level 23
60th Regrowth 123rd year of Ascendancy at 01:47 see stats
By BowGenius the Halfling Archer level 9
1st Dusk 122nd year of Ascendancy at 22:08 see stats
By BowGenius the Halfling Archer level 23
60th Regrowth 123rd year of Ascendancy at 23:30 see stats
By BowGenius the Halfling Archer level 16
12nd Haze 122nd year of Ascendancy at 13:23 see stats
Log
BowGenius feels pain again.
BowGenius slows down.
Talent Infusion: Regeneration is ready to use.
Raze hits BowGenius for (7 antimagic), 0 darkness (0 total damage).
Burning from Eilineldata the giant red ant hits BowGenius for (7 antimagic), 0 fire (0 total damage).
Insidious Poison from Hummerhorn hits BowGenius for (2 antimagic), 0 nature (0 total damage).
BowGenius tries to evade attacks.
BowGenius resists the teleport!
Bethima the skeleton magus's spatial tether hits BowGenius for 87 physical, (36 antimagic), 17 temporal, 161 physical (265 total damage).
BowGenius stops burning.
Insidious Poison from Hummerhorn hits BowGenius for (3 antimagic), 0 nature (0 total damage).
BowGenius is recovering from the damage!
BowGenius resists the teleport!
Bethima the skeleton magus's spatial tether hits BowGenius for 87 physical, (36 antimagic), 17 temporal, 161 physical (265 total damage).
Insidious Poison from Hummerhorn hits BowGenius for (3 antimagic), 0 nature (0 total damage).
BowGenius resists the teleport!
Bethima the skeleton magus's spatial tether hits BowGenius for 87 physical, (36 antimagic), 17 temporal, 161 physical (265 total damage).
BowGenius uses Infusion: Regeneration.
BowGenius starts regenerating health quickly.
BowGenius hits BowGenius for (28 anti-healing) damage.
Insidious Poison from Hummerhorn hits BowGenius for (3 antimagic), 0 nature (0 total damage).
BowGenius resists the teleport!
Bethima the skeleton magus's spatial tether hits BowGenius for 87 physical, (36 antimagic), 17 temporal, 161 physical (265 total damage).
BowGenius the level 33 halfling archer was pierced to death by Bethima the skeleton magus on level 9 of Dreadfell.