











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Recaiden's Undead Racepack - fork 1.7.0This is a compilation of my undead race addons: Edits by Shadowing: removed restriction for dreadlord Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Consolidated Artifice 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees to simplify preparation of tools and traps. Trap Priming, Cunning Tools, Intricate Tools and Master Artificer are changed to passive talents that modify the behavior of the expanded trap/tool selection dialogs under Trap Mastery resp. Rogue's Tools, from which all desired trap or tool preparation can be done at once. Frequently Asked Questions: 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 Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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.
Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Dreadful Arms 1.7.4Allows mechanical arms to use any offhand item to perform its attack instead of being restricted to mindstars. I'm not sure why you'd want this. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Storm Warden |
| Level / Exp | 15 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:28 4 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 36 (base 35) |
| Constitution | 14 (base 10) |
| Magic | 38 (base 35) |
| Willpower | 10 (base 10) |
| Cunning | 21 (base 14) |
Resources
| Life | 401/401 |
| Mana | 184/184 |
| Stamina | 142/142 |
| Paradox | 300 |
| Healing Factor | 1.2472895330003 |
| Regeneration | 11.82031907429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 8.8682591941138 |
| See Invisible | 8.8682591941138 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 55 |
| Crit Chance | 3% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 55 |
| Crit Chance | 7% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 17 (63.914983985962%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 21 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 30%( 70%) |
| Cold | + 11%( 70%) |
| Sound | + 6%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Thunderstrike | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane surge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Mage warden | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
Effects
| talent | Chant of Fortitude |
| talent | Weapon Folding |
| beneficial effect | Parrying melee and ranged attacks: Has a 46% chance to deflect up to 12 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Tydor' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Cracklenull' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | Bokasus [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- Crit.chn- 5.00% ---------- misc Light +1 Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On hands | rough leather gloves 'Gleampeal' (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 6 physical Dmg.mod +3% physical Res.pen +5% light Melee Ret 6 acid ----- def ----- Armour +6 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. |
| Around waist | Mardodir the Umbrastinger1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +3% acid +9% fire +3% lightning Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% This is a bardic weapon. While equipped: dps ---------- Acc +20 (+6 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. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +33.00 HP.reg +5.60 Heal.mod +11% A suit of armour made of leather. |
| In off hand | Iverin the Shimmerrebel (9-12 power, 10 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.0 - 11.7 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +6 sound +4 light This is a bardic weapon. While equipped: Stats +1 Dex +3 Mag ----- def ----- Resists +6% sound Sharp, short and deadly. |
| Cloak | linen cloak 'Sulfurbrand' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of cunning (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 82; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. 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. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
acid wave rune of the titan (damage 78; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 77.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 816% over 10 turns; mana 41; cd 15)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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 816% for 10 turns (197 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 893% over 10 turns; mana 45; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 893% for 10 turns (216 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Polera (24-37 power, 20 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 24.5 - 36.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 17 On Crit: * Sunders the enemy's armor for 5 turns. While equipped: Stats +1 Str dps ---------- Dmg.mod +12% mind ---------- misc See.Invis +3 Massive two-handed battleaxes. |
iron battleaxe of daylight (16-25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +9% Undead Massive two-handed battleaxes. |
skyshard iron dagger of vileness (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 lightning +7 blight On Hit.r1 +5 cold On Hit: * 6% chance to reduce strength, dexterity, and constitution by 17 This is a bardic weapon. While equipped: dps ---------- Res.pen +6% lightning Sharp, short and deadly. |
Greenquake (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 16.0 - 25.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +8 nature On Hit: * 20% chance to reduce damage dealt by 13% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +1 Wil dps ---------- Phys.crit +9.0% Dmg.mod +3% darkness ----- def ----- Mind.save +12 (+6 eff.) Massive two-handed swords. |
Uridekhad the iron greatsword (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 25.0 - 40.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Phasing +30% On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 40% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +3% fire Phys.save +3 (+2 eff.) Massive two-handed swords. |
balanced iron greatsword of massacre (23-37 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 23.0 - 36.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% Massive two-handed swords. |
Emeloda (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% blight +3% cold +3% temporal Mind.save +12 (+6 eff.) Max.HP +90.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of resolve (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) Heal.mod +12% Heal/summ +13 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature Res.pen +4% nature ----- def ----- Resists +2% nature Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
sonic vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee Ret 4 sound ----- def ----- Resists +3% sound Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
sonic vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee Ret 3 sound ----- def ----- Resists +4% sound Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oozestone the iron rapier (12-16 power, 3 apr)3.0 T1 rapier 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 40% Dex, 0% Mag, 60% Cun Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +3 Crit +1.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +8 light On Crit.r2 +12 light This is a bardic weapon. While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Resists +9% nature Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
elm starstaff 'Demonbiter' (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +13% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +6% temporal +6% fire Spell.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gleamfear (8-9 power, 2 apr) Gleamfear (8-9 power, 2 apr)3.0 T1 whip 1H weapon [Rare] Psionic Power 8.0 - 8.8 Physical Uses 0% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 125% 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: ----- def ----- Resists +1% physical +3% nature +6% light Heal.mod +10% Disarm- +10% Sharp, long and deadly. |
rough leather whip 'Blastward' (10-11 power, 2 apr) rough leather whip 'Blastward' (10-11 power, 2 apr)3.0 T1 whip 1H weapon [Rare] Master Power 10.0 - 11.0 Physical Uses 0% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 125% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% lightning +10% acid ----- def ----- Defense +10 (+3 eff.) Resists +6% mind +3% lightning Spell.save +3 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long and deadly. |
rough leather belt 'Getybers'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +8 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% temporal D.Red.from +17% Summoned Spell.save +3 (+2 eff.) Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
rough leather belt of the cog1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Steampwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Demonking (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +18% cold +6% darkness Res.pen +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +11% sound +6% cold Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voridhevena (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Apr +2 Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salynn (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Str +1 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% mind +7% all Mind.save +16 (+8 eff.) ---------- misc See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +5% physical +7% fire +6% cold ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeruromindur the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindsting the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Res.pen +15% mind ----- def ----- Armour +1 Resists +7% sound +3% light Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
dreamer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of deftness (5 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: dps ---------- Mov.spd +11% ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +5% fire +6% cold Disengage: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. 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. A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Ivoseda (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 14 nature Dmg.mod +9% nature Res.pen +15% arcane Melee Ret 4 physical ----- def ----- Armour +2 Fatigue +3% Resists +11% nature 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. |
Xanudhenne the Hellstinger (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% mind Res.pen +5% mind +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% fire ---------- misc Psi/ret +0.12 Max.hate +6.00 A pointy cloth hat, very wizardly... |
Zubama the Obsidianvenom (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +12% mind +9% darkness Res.pen +15% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +3% darkness A pointy cloth hat, very wizardly... |
stabilizing iron helm of the slayer (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) ---------- misc Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% nature +13% blight A suit of armour made of mail. |
resolute rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Phys.save +10 (+5 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.70 Heal.mod +10% A suit of armour made of leather. |
Blizzardbraze (0 def, 2 armour, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex +2 Con dps ---------- Melee Ret 2 cold ----- def ----- Armour +2 Fatigue +8% Resists +16% sound Crit.chn- 15.00% ---------- misc Talents +1 Block Handheld deflection devices. |
Flaresun Flaresun1.0 T1 wardstone armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Melee Ret 8 fire ----- def ----- Defense +2 (+0 eff.) Resists +3% acid +3% temporal +17% cold +6% nature +3% fire Dmg.red +1 all Proj.slow +10% ---------- misc Wards +2 cold Talents +1 Ward Handheld warding devices |
Blastbone the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +5% nature ----- def ----- Resists +11% nature +9% lightning Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bodin the Mucusoracle (12-15 power, 2 apr, sound damage) Bodin the Mucusoracle (12-15 power, 2 apr, sound damage)1.0 T1 flute instrument [Rare] Master Power 12.5 - 15.0 Sound Uses 30% Dex, 0% Mag, 60% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.0% Atk.spd 100% Melee+ +12 lightning +8 nature On Crit.r2 +12 darkness This instrument will act as a bashing device. While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +10% nature ----- def ----- Resists +4% sound +3% nature Mind.save +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
Cyryldavena the elm flute (10-11 power, 2 apr, sound damage) Cyryldavena the elm flute (10-11 power, 2 apr, sound damage)1.0 T1 flute instrument [Rare] Psionic Power 9.5 - 11.4 Sound Uses 30% Dex, 0% Mag, 60% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +7.0% Atk.spd 100% On Hit: 12% Instill Fear 1 This instrument will act as a bashing device. While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +4% sound +2% physical Mind.save +3 (+1 eff.) ---------- misc Max.hate +4.00 Max.psi +10.00 Blunt, short and deadly. Doubles as a woodwind instrument. |
Gyda the Torchtitan2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% fire Res.pen +5% fire +15% cold ----- def ----- Resists +9% cold ---------- misc Light +4 Unleash a corrosive blast of acid, inflicting 47.20 Acid damage in radius 3 (based on Cunning). Creatures in the area may take 29.5 addional acid damage and have their armor reduced by 6.0 over 4 turns. Uses 27 power out of 30/30 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.20 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Arcmire the iron singing sword (14-20 power, 1 apr) Arcmire the iron singing sword (14-20 power, 1 apr)3.0 T1 singsword instrument [Rare] Psionic Power 14.0 - 19.6 Physical Uses 25% Cun, 90% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +3.0% Atk.spd 100% Melee+ +4 sound On Crit.r2 +8 lightning This is a bardic weapon. While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning Res.pen +5% cold ----- def ----- Resists +6% temporal +5% arcane +3% cold Spell.save +3 (+2 eff.) ---------- misc Talents +3 Song of the Free A two-handed sword that converts voice into sound. |
Ivoth the Ebonywolf [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Dex +1 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +3% darkness Die.at -40.00 life ---------- misc Stam/turn +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 215 Base Damage: 108 Armor: 7 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Lelethad [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Resists +9% blight +3% cold Phys.save +3 (+2 eff.) Confus- +10% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Radianceresolve [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Str dps ---------- Crit.mult +5.00% Phys.pwr +10 (+5 eff.) Dmg.mod +3% light Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ametrine0.0 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rriav the Cornac Storm Warden level 11
4th Dusk 122nd year of Ascendancy at 12:33 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rriav the Cornac Storm Warden level 10
2nd Mirth 122nd year of Ascendancy at 03:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rriav the Cornac Storm Warden level 8
78th Pyre 122nd year of Ascendancy at 05:24 see stats
Log
Rriav picks up (Q.): Gyda the Torchtitan.
Rriav has regained its confidence.
Rriav feels pain again.
The shield around Rriav crumbles.
Ran for 4 turns (stop reason: hostile spotted to the west (large brown snake)).
Rriav casts Wintery Wrath.
Large brown snake wanders around!
Large brown snake slows down.
Large brown snake is afflicted by a crippling illness!
Rriav hits Large brown snake for 43 darkness, 16 light, 6 physical, 5 temporal, 5 physical, 10 physical, 10 temporal, 30 darkness, 6 sound, 4 light, 16 light, 6 physical, 10 temporal (167 total damage).
Rriav killed Large brown snake!
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Talent Wintery Wrath is ready to use.
Rriav picks up (C.): dreamer's pair of iron boots (0 def, 3 armour).
Talent Infusion: Healing is ready to use.
Talent Fold Warp is ready to use.
Talent Infusion: Wild is ready to use.
Talent Fold Gravity is ready to use.
Talent Rune: Shielding is ready to use.
There is a way to the previous level here (press '' or right click to use).
Ran for 58 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.








































































