











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.0Official 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:
Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: No more creaky door 1.2.5Got rid of the most anoying door creaks. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Better Item Description 1.7.2This 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 Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 33 / 4% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 28th Dusk 122nd year of Ascendancy at 04:17 / 32Killed by umbral horror at level 11 on the 28th Dusk 122nd year of Ascendancy at 06:09 Killed by Archer at level 14 on the 49th Haze 122nd year of Ascendancy at 02:30 Killed by swarm hive at level 14 on the 49th Haze 122nd year of Ascendancy at 22:29 Killed by Archer at level 15 on the 48th Regrowth 123rd year of Ascendancy at 07:50 Killed by Archer at level 17 on the 51st Regrowth 123rd year of Ascendancy at 21:07 Killed by golem at level 17 on the 70th Regrowth 123rd year of Ascendancy at 00:47 Killed by 3-headed hydra at level 17 on the 15th Pyre 123rd year of Ascendancy at 14:50 Killed by Belada the war bear at level 17 on the 15th Pyre 123rd year of Ascendancy at 21:07 Killed by Polimira the black bear at level 17 on the 15th Pyre 123rd year of Ascendancy at 22:54 Killed by Arudhelle the brown bear at level 17 on the 16th Pyre 123rd year of Ascendancy at 12:13 Killed by Aratha the war bear at level 17 on the 16th Pyre 123rd year of Ascendancy at 13:29 Killed by Poramira the treant at level 23 on the 17th Regrowth 124th year of Ascendancy at 08:10 Killed by naga psyren at level 23 on the 28th Regrowth 124th year of Ascendancy at 08:06 Killed by dreaming horror at level 23 on the 28th Regrowth 124th year of Ascendancy at 14:24 Killed by dreaming horror at level 23 on the 28th Regrowth 124th year of Ascendancy at 15:44 Killed by worm that walks at level 23 on the 29th Regrowth 124th year of Ascendancy at 07:28 Killed by Chronolith Twin at level 24 on the 42nd Regrowth 124th year of Ascendancy at 10:09 Killed by elven cultist at level 25 on the 1st Time of Balance 124th year of Ascendancy at 10:50 Killed by elven blood mage at level 26 on the 2nd Pyre 124th year of Ascendancy at 05:13 Killed by Xanukira the ogre mauler at level 26 on the 2nd Pyre 124th year of Ascendancy at 10:42 Killed by Xanukira the ogre mauler at level 26 on the 2nd Pyre 124th year of Ascendancy at 12:14 Killed by elven cultist at level 26 on the 3rd Pyre 124th year of Ascendancy at 05:41 Killed by barrow wight at level 30 on the 72nd Pyre 124th year of Ascendancy at 10:53 Killed by vampire at level 30 on the 72nd Pyre 124th year of Ascendancy at 14:38 Killed by luminous horror at level 31 on the 78th Pyre 124th year of Ascendancy at 12:38 Killed by luminous horror at level 31 on the 78th Pyre 124th year of Ascendancy at 13:52 Killed by luminous horror at level 31 on the 78th Pyre 124th year of Ascendancy at 15:21 Killed by luminous horror at level 31 on the 78th Pyre 124th year of Ascendancy at 16:30 Killed by luminous horror at level 31 on the 78th Pyre 124th year of Ascendancy at 18:26 Killed by Poltergeist Staff of Destruction at level 32 on the 2nd Mirth 124th year of Ascendancy at 16:41 Killed by Poltergeist Obliterator at level 32 on the 2nd Mirth 124th year of Ascendancy at 20:56 |
Primary Stats
| Strength | 67 (base 46) |
| Dexterity | 79 (base 46) |
| Constitution | 38 (base 19) |
| Magic | 69 (base 40) |
| Willpower | 29 (base 18) |
| Cunning | 65 (base 32) |
Resources
| Life | 792/870 |
| Stamina | 216/234 |
| Healing Factor | 1.2102122670884 |
| Regeneration | 0.3025530667721 |
Speed
| Mental | +45.07349483058% |
| Attack | 0% |
| Movement | +33% |
| Spell | 0% |
| Global | +141.48628437493% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 57.760546832942 |
| See Invisible | 57.760546832942 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 68 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 0.69 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +20% |
| Nature | +8% |
| Cold | +11% |
| Fire | +20% |
| Mind | +17% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Cold | +39% |
| Fire | +10% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 27 (69.687909656376%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 31 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Darkness | + 21%( 70%) |
| Cold | + 32%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 22%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 445 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 271.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Trained Reactions |
| talent | Secrets of the Eternals |
| beneficial effect | Increases attack speed by 31%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| beneficial effect | Increases global action speed by 41%. Speed |
| beneficial effect | Increases attack speed by 14%. Bullseye |
| beneficial effect | The target has 35% chance to evade melee and ranged attacks and gains 46 defense. Evasion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 90. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed naga tongue. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Islotha the Stokevenom (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +9% mind +9% fire Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Defense +6 (+2 eff.) A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Hailmark' (21/21, 52-73 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +18 Crit +3.0% Capacity 21 Ranged+ +20 cold On Hit.r1 +20 cold Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Heatcut'1.0 T3 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Resists +9% acid +6% fire +12% darkness ---------- misc Equi/ret +0.08 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Freezelore the hardened leather cap (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +5 Dex +8 Cun +2 Con dps ---------- Dmg.mod +6% mind +9% cold Res.pen +15% cold Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 27 On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +16% mind Mind.save +12 (+4 eff.) Confus- +26% A cap made of leather. |
| Tool | Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 61 power out of 100/100 The very essence of bearness! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 68.50 You won the Ring of Blood trial, and this is your reward. |
| On fingers | stralite ruby ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +9 Dex +4 Mag +4 Wil +13 Cun +4 Con dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
| Around waist | Miremaim1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Mag dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature ----- def ----- Crit.dmg- 10.00% Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Cinderarc the dragonbone longbow4.0 T5 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +4 fire On Hit.r1 +16 fire On Crit.r2 +14 lightning +23 cold While equipped: Stats +3 Cun +2 Dex dps ---------- Mov.spd +33% Dmg.mod +3% fire Res.pen +15% lightning +24% cold +10% acid Longbows are used to shoot arrows at your foes. |
| On hands | heroic drakeskin leather gloves (0 def, 7 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +11 (+3 eff.) Max.HP +40.00 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. |
| Main armor | Blazeraven the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +18% light Res.pen +20% light +10% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +15 (+5 eff.) ---------- misc Light +2 A suit of armour made of leather. |
| Cloak | Duathelpall the elven-silk cloak (10 def, 7 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +7 Defense +10 (+2 eff.) Resists +9% acid +6% darkness +13% fire +29% cold +17% lightning Phys.save +10 (+5 eff.) Die.at -20.00 life Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (143). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the duelist (speed 668%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 668% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; mental; dur 3; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 26%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 23%; move 33%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 33% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 251; dur 5; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 288 strength, based on Magic) for 5 turns. Uses 15 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Adybeth the Hailwedge0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Cun dps ---------- Dmg.mod +6% mind Melee Ret 2 mind ----- def ----- Defense +8 (+2 eff.) Resists +9% mind +3% cold ---------- misc Light +1 Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Poltergeist's Staff of Destruction (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ----- def ----- Armour +3 Resists +3% all ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
blighted elven-wood magestaff of invocation (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +22 (+7 eff.) S.pwr/crit +7 Dmg.mod +25% cold ---------- misc Vim/s.crit +3.00 Max.vim +22.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 42.95 to 51.54 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +18 (+6 eff.) Dmg.mod +25% lightning Phasing +13% ----- def ----- Defense +15 (+3 eff.) Shield.pwr +9% Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +13 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +19 (+6 eff.) Melee+ 30 arcane Dmg.mod +25% arcane Res.pen +12% arcane ---------- misc Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite battleaxe of crippling (44-67 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +16 (+4 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +39% Massive two-handed battleaxes. |
Poltergeist's Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 67 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% ----- def ----- Stun/Frz- +30% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
enhanced stralite greatmaul of rage (57-86 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Nature/Master Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +19 Str +9 Dex +7 Mag +10 Wil +5 Cun +5 Con dps ---------- Dmg.mod +10% physical Acc +10 (+2 eff.) Massive two-handed mauls. |
enhanced stralite greatsword of rage (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +19 Str +12 Dex +10 Mag +13 Wil +13 Cun +12 Con dps ---------- Dmg.mod +13% physical Acc +13 (+3 eff.) Massive two-handed swords. |
truestriking stralite longsword of massacre (41-57 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+2 eff.) Apr +10 Sharp, long, and deadly. |
acidic stralite mace of massacre (46-64 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Blunt and deadly. |
balanced dwarven-steel waraxe of projection (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% 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: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +34% One-handed war axes. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
warbringer's dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% One-handed war axes. |
balanced stralite waraxe of shearing (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +17 (+4 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Disarm- +26% One-handed war axes. |
quick stralite waraxe of the mystic (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Dex +3 Mag +8 Wil dps ---------- Spell.pwr +8 (+2 eff.) Phys.spd +10% Acc +12 (+3 eff.) One-handed war axes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex 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. |
nature's pulsing mindstar of storms (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +3 Mag +3 Wil +4 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 6 lightning Dmg.mod +8% lightning +6% nature Res.pen +12% lightning ----- def ----- Resists +12% lightning +5% blight Disease- +18% ---------- 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. |
wyrm's pulsing mindstar of balance (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 2 lightning 6 physical 4 fire 5 acid 5 cold ----- def ----- Resists +5% lightning +5% physical +5% cold +6% fire +4% acid Phys.save +5 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
caustic elven-wood longbow of enduring4.0 T4 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +26 acid +38 nature While equipped: Stats +14 Con +8 Wil dps ---------- Res.pen +26% acid +17% nature Apr +14 ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
reinforced leather sling of enduring4.0 T4 sling 1H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +10 Con +9 Wil ----- def ----- Max.HP +18.00 Slings are used to hurl stones or metal shots at your foes. |
psychokinetic pouch of dwarven-steel shots of wind (19/19, 30-37 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Psionic Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Proj.spd +200% Ranged+ +13 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage * 20% chance to knock the target back 3 spaces and deal 170 physical damage Shots are used with slings to pummel your foes to death. |
stargazer's cashmere robe of the mind (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) Dmg.mod +9% light +12% darkness +13% mind ----- def ----- Resists +13% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's reinforced leather armour of command (25 def, 18 armour)9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Dex ----- def ----- Armour +18 Defense +25 (+5 eff.) Fatigue +8% Mind.save +18 (+6 eff.) A suit of armour made of leather. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +18 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +58.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of backstabbing (8 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +21.00% Acc +7 (+2 eff.) Apr +6 ----- def ----- Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+2 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +4 Fatigue -2% Phys.save +7 (+3 eff.) ---------- misc Max.enc +31 Blink to a nearby random location (rad 7) Puts all charms on 16 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerama (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 9 lightning Dmg.mod +5% lightning ----- def ----- Armour +3 Resists +12% lightning +3% fire +6% mind Max.HP +60.00 Teleport- +10% ---------- misc Equi/ret +0.08 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. |
scouring drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+1 eff.) Apr +7 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +3 Spell.save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 42% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of archery (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Apr +11 ----- def ----- Armour +7 Fatigue +5% Mind.save +13 (+4 eff.) Max.HP +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 42% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
insulating hardened leather cap of precognition (6 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +6 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +8% fire +5% cold A cap made of leather. |
4 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. |
12 aquamarine0.0 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. |
7 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.0 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. |
6 onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 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. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
51 alchemist agate0.0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 61 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Archer the Shalore Archer level 20
70th Haze 123rd year of Ascendancy at 09:44 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Archer the Shalore Archer level 18
19th Pyre 123rd year of Ascendancy at 14:14 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Archer the Shalore Archer level 12
10th Haze 122nd year of Ascendancy at 02:18 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Archer the Shalore Archer level 20
25th Dusk 123rd year of Ascendancy at 16:59 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Archer the Shalore Archer level 28
40th Pyre 124th year of Ascendancy at 08:06 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Archer the Shalore Archer level 17
16th Pyre 123rd year of Ascendancy at 14:55 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Archer the Shalore Archer level 29
41st Pyre 124th year of Ascendancy at 21:19 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Archer the Shalore Archer level 31
77th Pyre 124th year of Ascendancy at 14:14 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Archer the Shalore Archer level 23
29th Regrowth 124th year of Ascendancy at 19:42 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Archer the Shalore Archer level 10
19th Dusk 122nd year of Ascendancy at 08:09 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Archer the Shalore Archer level 20
20th Dusk 123rd year of Ascendancy at 06:42 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Archer the Shalore Archer level 30
70th Pyre 124th year of Ascendancy at 07:26 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Archer the Shalore Archer level 28
33rd Pyre 124th year of Ascendancy at 21:28 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Archer the Shalore Archer level 19
14th Dusk 123rd year of Ascendancy at 17:09 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Archer the Shalore Archer level 26
4th Pyre 124th year of Ascendancy at 03:10 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Archer the Shalore Archer level 23
38th Regrowth 124th year of Ascendancy at 18:50 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Archer the Shalore Archer level 23
29th Regrowth 124th year of Ascendancy at 14:57 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Archer the Shalore Archer level 8
9th Mirth 122nd year of Ascendancy at 23:45 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Archer the Shalore Archer level 29
41st Pyre 124th year of Ascendancy at 00:30 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Archer the Shalore Archer level 25
73rd Regrowth 124th year of Ascendancy at 05:04 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Archer the Shalore Archer level 21
70th Haze 123rd year of Ascendancy at 16:24 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Archer the Shalore Archer level 24
41st Regrowth 124th year of Ascendancy at 01:07 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Archer the Shalore Archer level 18
17th Pyre 123rd year of Ascendancy at 13:44 see stats
Log
Archer receives 6 healing from Bloodcaller.
Archer's Shoot hits Cold drake for 183 physical, 9 cold, 5 fire, 9 cold, 19 fire (224 total damage).
Archer's Shoot hits Cold drake for 9 cold, 19 fire (28 total damage).
Archer uses Headshot.
Archer receives 14 healing from Bloodcaller.
Archer's Headshot hits Cold drake for 473 physical damage.
Archer's Shoot performs a ranged critical strike against Cold drake!
Cold drake starts to bleed.
Archer's Headshot killed Cold drake!
Archer receives 8 healing from Bloodcaller.
Archer's Shoot hits Cold drake hatchling for 14 lightning, 10 cold (24 total damage).
Archer's Shoot hits Ice wyrm for 9 cold, 19 fire, 8 lightning, 10 cold (46 total damage).
Archer's Shoot hits Something for 14 lightning, 10 cold (24 total damage).
Archer's Shoot hits Cold drake for 249 physical, 9 cold, 5 fire, 9 cold, 19 fire, 14 lightning, 10 cold (315 total damage).
Archer shoots!
Archer shoots!
Bloodcaller hits Archer for 2 healing, 8 healing (0 total damage) [10 healing].
Archer's Shoot hits Ice wyrm for 9 cold, 19 fire (28 total damage).
Archer's Shoot hits Cold drake for 279 physical, 9 cold, 5 fire, 9 cold, 19 fire (320 total damage).
Bleeding from Archer hits Cold drake for 60 physical damage.
Archer uses Headshot.
Archer's Shoot performs a ranged critical strike against Cold drake!
Archer receives 9 healing from Bloodcaller.
Archer's Shoot hits Cold drake for 282 physical damage.
Archer's Shoot killed Cold drake!














































































































