













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! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 27 / 79% |
Size | big |
Lifes / Deaths | Killed by Glinor the sandworm at level 27 on the 4th Regrowth 123rd year of Ascendancy at 13:47 5 / 1 |
Primary Stats
Strength | 69 (base 46) |
Dexterity | 66 (base 58) |
Constitution | 27 (base 10) |
Magic | 26 (base 10) |
Willpower | 31 (base 10) |
Cunning | 38 (base 19) |
Resources
Life | 777/777 |
Mana | 241/241 |
Stamina | 222/222 |
Healing Factor | 1.2686945338482 |
Regeneration | 20.616286175033 |
Speed
Mental | +5% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 48.718619386048 |
See Invisible | 54.718619386048 |
Offense: Mainhand
Damage | 100 |
Accuracy | 73 |
Crit Chance | 54% |
APR | 16 |
Speed | 0.95 |
Offense: Offhand
Damage | 79 |
Accuracy | 73 |
Crit Chance | 54% |
APR | 16 |
Speed | 0.95 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 13% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 9% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Darkness | +6% |
Lightning | +10% |
Arcane | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Physical | 0% |
Fire | +5% |
Arcane | +10% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (53.292302510663%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 29 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 14%( 70%) |
All | + 7%( 70%) |
Darkness | + 26%( 70%) |
Light | + 7%( 70%) |
Physical | + 14%( 70%) |
Mind | + 21%( 70%) |
Lightning | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 68% |
Inscriptions (3/3)
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 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 862% 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
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Premonition |
talent | Precise Strikes |
talent | Trained Reactions |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 91 - 127 Accuracy: 89 (knife) APR: 13 Crit Chance: +56% Crit mult: 179% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 64% chance to deflect up to 25 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength 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 Strength 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. 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 green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within2 lumberjacks have died. | 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 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +23% Confus- +26% Stun/Frz- +29% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +7% blight Max.HP +42.00 HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +7 Dex +3 Wil +3 Cun dps ---------- Spell.crit +4% Mind.pwr +4 (+2 eff.) Phasing +10% ----- def ----- Armour +4 Fatigue +4% Resists +7% cold ---------- misc Mana/turn +0.16 See.Invis +6 Breathe water Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 5.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 380.3 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +8 Wil +1 Cun +3 Con dps ---------- Spell.pwr +12 (+6 eff.) Melee+ 5 lightning 17 arcane Dmg.mod +4% lightning +9% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +8% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane ---------- misc Light +3 Infravis +3 Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +12 Wil +13 Cun dps ---------- Spell.pwr +9 (+5 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +3% fire Res.pen +5% fire Melee Ret 4 acid 2 fire On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +12 (+4 eff.) Resists +6% acid Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +3 Resists +3% all Max.HP +69.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Acc +20 (+5 eff.) Melee Ret 4 lightning ----- def ----- Defense +20 (+6 eff.) Resists +7% physical ---------- misc Stam/turn +0.40 Max.stam +30.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Ego] Arcane Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 blight +17 cold On Hit: * 14% chance to reduce strength, dexterity, and constitution by 18 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Con dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% lightning Res.pen +10% lightning ---------- misc Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Acc +19 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +15% mind +20% darkness Max.HP +54.00 ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.crit +2.0% Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +5% cold Melee Ret 4 fire ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 140 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 146 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. 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 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 560% 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.31 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning +12% physical Res.pen +10% lightning ----- def ----- Resists +9% cold Mind.save +6 (+3 eff.) Die.at -40.00 life Confus- +12% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+15 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 6 light 10 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 7% chance to reduce damage dealt by 18% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.13 Technique/Conditioning +0.13 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+9 eff.) ----- def ----- Resists +6% lightning +6% cold Mind.save +18 (+9 eff.) HP.reg +5.00 Stun/Frz- +31% ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +9 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +12% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +24% lightning Mind.save +8 (+4 eff.) Confus- +22% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 41 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con ----- def ----- Resists +1% physical +6% mind +6% light Mind.save +6 (+3 eff.) HP.reg +2.00 Confus- +22% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% nature +6% lightning Phys.save +3 (+2 eff.) Max.HP +21.00 Silence- +20% Disarm- +21% Pinning- +21% Knockbk- +21% 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 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Silence- +30% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +6 (+2 eff.) Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +4 Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind On Hit: * 10% chance to slow global speed by 48% * 19% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +27% nature ----- def ----- Resists +15% blight +6% cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- 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. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 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 ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 106.64 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T4 dagger 1H weapon [Ego] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +23 acid +30 nature While equipped: dps ---------- Res.pen +12% acid +12% nature Apr +12 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Dex ----- def ----- Resists +3% blight +9% fire +6% cold Die.at -80.00 life Cut- +10% ---------- misc See.Invis +6 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% physical Acc +9 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Disrupt/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 cold On Crit.r2 +20 fire On Hit: * 15 arcane resource burn While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Res.pen +5% cold Acc +7 (+1 eff.) ----- def ----- Resists +10% acid +10% lightning +19% fire +7% cold +3% all Spell.save +8 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +15 fire On Crit.r2 +16 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +3% blight +3% lightning Sharp, long, and deadly. |
![]() 5.0 T4 staff 1H weapon Reqs Mag 35 [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +17 (+8 eff.) Dmg.mod +25% arcane Acc +12 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 nature On Crit.r2 +10 acid +24 nature While equipped: Stats +6 Str dps ---------- Dmg.mod +11% physical Res.pen +12% acid +13% nature +10% darkness Acc +12 (+3 eff.) Apr +7 ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Master Power 51.0 - 71.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +22% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Crit.mult +5.00% Dmg.mod +3% nature Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 48% ---------- misc Mana/turn +0.11 Max.mana +25.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Defense +9 (+3 eff.) Resists +3% mind Crit.chn- 15.00% Spell.save +3 (+1 eff.) Stealth +6 Die.at -60.00 life Disease- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% acid +5% fire +6% lightning +6% cold Max.HP +20.00 HP.reg +2.00 Pinning- +20% Teleport- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% nature +6% darkness Die.at -40.00 life Max.HP +30.00 Silence- +10% 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 [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 4 blight ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +14% fire +12% blight +13% cold +13% nature +13% lightning Spell.save +12 (+6 eff.) HP.reg +3.00 Heal.mod +12% 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 +3 Str +2 Mag +2 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +2 See.Invis +9 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: dps ---------- Dmg.mod +3% nature +3% acid Res.pen +15% acid On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce armor by 28% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% fire +11% cold 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 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +8% acid +6% physical +6% fire +8% cold ----- def ----- Resists +11% acid +10% physical +11% fire +11% cold +7% all Mind.save +16 (+8 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil +5 Con dps ---------- Res.pen +20% physical Apr +3 ----- def ----- Armour +7 Resists +8% fire +7% cold A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 20 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 253.10 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +9 Dex dps ---------- Res.pen +5% fire ----- def ----- Armour +8 Fatigue +4% Resists +9% lightning Spell.save +6 (+3 eff.) Cut- +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 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +4 Fatigue +4% Resists +9% mind Phys.save +19 (+10 eff.) Heal.mod +15% Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Cun +7 Con ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +6% darkness ---------- misc Stam/turn +3.00 Stam/ret +0.80 Equi/ret +0.80 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 58.78 to 176.34 lightning damage (117.56 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +11% acid +5% cold HP.reg +2.00 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +14% acid +6% light +13% fire +14% cold +15% lightning Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight +6% fire +15% darkness +6% cold ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +1 Mag dps ---------- Melee Ret 2 light ----- def ----- Resists +9% lightning Crit.chn- 5.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +6 See.Invis +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. |
![]() 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.(85 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Dmg.mod +9% mind ----- def ----- Resists +3% nature Phys.save +5 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Wil +2 Con dps ---------- Res.pen +10% acid Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +7% blight HP.reg +4.00 ---------- misc Equi/ret +0.16 Psi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +6% nature +12% cold Blast the opponent's mind dealing 325 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 26% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Melee Ret 10 cold ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +15% temporal On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +12% temporal Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Resists +3% mind Max.HP +40.00 Poison- +20% Stun/Frz- +20% Fire a magical bolt dealing 170 cold damage Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (167 total damage) Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 125 cold damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arden the Ogre Marauder level 22
7th Haze 122nd year of Ascendancy at 00:18 see stats
By Arden the Ogre Marauder level 22
56th Haze 122nd year of Ascendancy at 12:30 see stats
By Arden the Ogre Marauder level 10
4th Mirth 122nd year of Ascendancy at 14:38 see stats
By Arden the Ogre Marauder level 20
65th Dusk 122nd year of Ascendancy at 08:30 see stats
By Arden the Ogre Marauder level 22
38th Haze 122nd year of Ascendancy at 13:36 see stats
By Arden the Ogre Marauder level 27
17th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Arden the Ogre Marauder level 27
4th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Arden the Ogre Marauder level 6
79th Pyre 122nd year of Ascendancy at 10:22 see stats
By Arden the Ogre Marauder level 10
7th Mirth 122nd year of Ascendancy at 10:17 see stats
By Arden the Ogre Marauder level 26
2nd Regrowth 123rd year of Ascendancy at 00:56 see stats
By Arden the Ogre Marauder level 17
53rd Dusk 122nd year of Ascendancy at 08:19 see stats
Log
Talent Flurry is ready to use.
Hanysin, the lost warrior says: 'I'm following you.'
Resting starts...
Talent Blinding Speed is ready to use.
Talent Rush is ready to use.
Hanysin, the lost warrior says: 'I am grateful for your aid.'
Hanysin, the lost warrior says: 'I am taking a quick break.'
Hanysin, the lost warrior says: 'I must reach the portal!'
Hanysin, the lost warrior says: 'I am grateful for your aid.'
Hanysin, the lost warrior says: 'I am at full strength.'
Rested for 20 turns (stop reason: all resources and life at maximum).
Quest 'Escort: lost warrior (level 1 of Daikara)' is done! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Arden picks up (e.): biting gale rune of the titan (damage 112; dur 4; cd 15).
Arden picks up ( .): steel shield 'Armukor' (0 def, 4 armour, 44 block).
Arden picks up (R.): magewarrior's short elven-wood magestaff (25-30 power, 5 apr, arcane element).
Arden picks up ( .): prismatic rough leather armour (3 def, 2 armour).
Arden picks up ( .): quick ash wand of lightning storm [power 152] (9 cooldown).
Arden picks up (7.): restful hardened leather gloves of magic (+4) (0 def, 2 armour).
Arden picks up ( .): stabilizing linen wizard hat of light (+16%) (1 def, 0 armour).
Arden picks up (4.): mindwoven Robe of the Worm of alchemy (0 def, 0 armour).
Arden uses Track.