









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.5.5This 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 Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Improved Auto-explore and Rest 1.5.5Quality 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 19 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Umehel the shalore at level 15 on the 38th Dusk 122nd year of Ascendancy at 01:20 3 / 2Killed by minotaur at level 19 on the 51st Dusk 122nd year of Ascendancy at 19:35 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 17) |
| Magic | 43 (base 43) |
| Willpower | 35 (base 26) |
| Cunning | 16 (base 11) |
Resources
| Life | 306/306 |
| Mana | 351/351 |
| Paradox | 300 |
| Positive | 104/104 |
| Healing Factor | 1.50375 |
| Regeneration | 0.3759375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 4.9999999999999 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 5 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Lightning | +17% |
| Fire | +48% |
| All | +8% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +25% |
| Fire | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 17 (45%) |
| Defense | 7 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 24%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 21% |
| Knockback Resistance | 22% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 831% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | 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. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Manigund' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Cun +5 Con ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +1 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
| Light source | Cinderstoker the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +20% mind +15% fire Melee Ret 4 mind 12 fire ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +2 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. |
| On head | Armugodrakor (7 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +11% fire Res.pen +10% physical Apr +1 ----- def ----- Defense +7 (+7 eff.) Rng.Def +6 (+6 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
| Tool | Cracklebane the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning +9% fire Res.pen +25% lightning ----- def ----- Fatigue -5% Resists +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Belolrabreta the Dawnstake (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Melee Ret 8 acid On Hit (Melee): * 30% chance to blind ----- def ----- Resists +18% light +12% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | dispeller's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +7% lightning +6% darkness +7% blight +7% fire +7% cold +6% light Phys.save +12 (+6 eff.) Spell.save +22 (+9 eff.) Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 102.99 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 337 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. 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 ability. |
invisibility rune of the titan (power 10 for 4 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 10) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
phase door rune of the wizard (range 10; power 25; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 ability. |
shielding rune of the duelist (absorb 107 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 107 damage for 4 turns. 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 ability. |
teleportation rune of the psychic (range 67)0.1 T2 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 Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 36)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. 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 ability. |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% mind Confus- +23% Amulets can have magical properties. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
copper amulet of strength (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets can have magical properties. |
copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
mule's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -5% Resists +20% light ---------- misc Max.enc +21 Rings can have magical properties. |
steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
balanced dwarven-steel battleaxe of dampening (138% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +12 (+12 eff.) Resists +14% acid +13% fire +13% lightning +10% cold Spell.save +9 (+5 eff.) Disarm- +28% Massive two-handed battleaxes. |
balanced steel battleaxe (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed battleaxes. |
slime-covered steel battleaxe of erosion (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Disrupt Power 126% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 temporal +9 nature On Hit: * Slows global speed by 12% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of dampening (141% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt/Psionic Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 mind On Hit: * 19% chance to cause random gloom While equipped: Stats +5 Cun +3 Wil ----- def ----- Resists +10% acid +13% fire +14% lightning +10% cold Spell.save +10 (+5 eff.) Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul of daylight (152% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 light Against +7% Undead While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +32% Massive two-handed mauls. |
chilling steel greatmaul (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 132% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 cold Massive two-handed mauls. |
flaming steel greatmaul (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
acidic dwarven-steel greatsword of daylight (143% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light +7 acid Against +12% Undead On Crit: * splashes the target with acid Massive two-handed swords. |
arcing dwarven-steel greatsword of daylight (142% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 lightning +12 light Against +13% Undead On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
arcing dwarven-steel longsword of massacre (140% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
flaming dwarven-steel longsword of daylight (124% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +8% Undead On Hit.r1 +5 fire Sharp, long, and deadly. |
chilling dwarven-steel mace of massacre (142% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 143% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 cold Blunt and deadly. |
steel mace (112% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Cold Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
gifted thorny mindstar of the jelly (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+5 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.70 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. |
mossy mindstar (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 77% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
nature's vined mindstar of resolve (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +3 (+2 eff.) Disease- +11% 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. |
vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) 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. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of fate (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of projection (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Crit.mult +10.00% Spell.pwr +8 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 20.34 to 24.40 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff of projection (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+3 eff.) Dmg.mod +15% light ----- def ----- Armour +4 Hardiness +4% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 20.34 to 24.40 light damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (115% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +17% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of might (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel waraxe of massacre (137% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
arcing steel waraxe (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
chilling dwarven-steel waraxe of daylight (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 light +11 cold Against +9% Undead One-handed war axes. |
chilling dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 cold One-handed war axes. |
nightruned hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +7% light +7% darkness Mind.save +7 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Strikeknave'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning On Hit (Melee): * 15% chance to daze at end of turn * 15% chance to blind ----- def ----- Defense +9 (+9 eff.) Resists +6% light Stealth +5 A belt that goes around your waist. |
Anyrig (1 def, 0 armour) =heal=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness Spell.save +3 (+2 eff.) HP.reg +0.40 Heal.mod +20% Blind- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamwire the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% light Res.pen +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +6% light 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 the Shaloren (7 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +7 (+7 eff.) Phys.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 5 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +5 Defense +2 (+2 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of fire (+19%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+2 eff.) Resists +19% fire ---------- misc Mana/turn +0.12 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +12% nature ----- def ----- Defense +2 (+2 eff.) Resists +18% nature Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of the mind (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelerin the Starbearer (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Arcane While equipped: dps ---------- Mov.spd +20% Dmg.mod +9% light Res.pen +15% light Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +3 Defense +5 (+5 eff.) Rng.Def +2 (+2 eff.) Fatigue +3% A pair of boots made of leather. |
scholar's pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
iron gauntlets 'Duviharandil' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Nature While equipped: Stats +2 Str +5 Mag dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.40 Psi/turn +0.12 Psi/ret +0.24 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+10 eff.) ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadenoon the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +3.00% Dmg.mod +11% lightning +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Max.HP +10.00 HP.reg +0.80 Heal.mod +20% A pointy cloth hat, very wizardly... |
insulating hardened leather cap of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +6% cold A cap made of leather. |
rough leather cap 'Elenurakor' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +18% physical ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) HP.reg +0.20 ---------- misc Telepathy Dragon A cap made of leather. |
rough leather cap 'Gydheda' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +6 Con dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% ---------- misc Hate/m.crit +1.00 See.Invis +6 A cap made of leather. |
spellwoven linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.11 Equi/ret +0.70 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+8 eff.) Rng.Def +4 (+4 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+8 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +12 (+6 eff.) HP.reg +3.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% lightning HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
spiked steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of clarity (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Psionic While equipped: ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +6% mind Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
reinforced steel shield of resilience (6 def, 8 armour, 66 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Max.HP +40.00 ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 42.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
5 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.77 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
arcing pouch of steel shots (17/17, 118% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 110% power, 1 apr)3.0 T1 shot ammo [Normal] Power 110% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of wind (20/20, 121% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Proj.spd +200% Ranged+ +10 cold On Crit.r2 +6 cold On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
warded steel torque of kinetic psionic shield [power 43] (20 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
quick yew totem of thorny skin [power 31] (13 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By GG4 the Cornac Archmage level 16
40th Dusk 122nd year of Ascendancy at 07:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By GG4 the Cornac Archmage level 10
8th Flare 122nd year of Ascendancy at 11:27 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By GG4 the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:10 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By GG4 the Cornac Archmage level 15
29th Dusk 122nd year of Ascendancy at 19:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By GG4 the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 11:51 see stats
Log
Arcane Vortex from GG4 hits Minotaur for (20 absorbed), 0 arcane (0 total damage).
Arcane Vortex from GG4 hits Bandit lord for 15 arcane damage.
Minotaur hits GG4 for 91 physical damage.
GG4 hits Minotaur for 5 acid, 15 fire, 4 mind (24 total damage).
Talent Blastwave is ready to use.
GG4 receives 16 healing.
GG4 receives 16 healing.
Minotaur resists the mind attack!
Minotaur hits GG4 for 103 physical damage.
GG4 hits Minotaur for 6 acid, 18 fire, 2 mind (26 total damage).
GG4 is confused and fails to use Healing Light.
Arcane Vortex from GG4 hits Minotaur for 24 arcane damage.
Minotaur hits GG4 for 99 physical damage.
GG4 hits Minotaur for 6 acid, 18 fire, 4 mind (28 total damage).
GG4 the level 19 cornac archmage was disembowelled to death by a minotaur on level 4 of Old Forest.
You have 3 life(s) left.
GG4 deactivates Arcane Power.
GG4 deactivates Keen Senses.
GG4 deactivates Shielding.
GG4 seems more focused.
GG4's armour is more intact.
GG4 deactivates Arcane Shield.
GG4 has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Minotaur killed GG4!
Saving done.


















































































































