Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Zephyr 1.5.6 Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ashes of Urh'Rok 1.5.0Official 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:
Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Bladebender 1.5.6 Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Items Vault 1.5.0Donators/Buyers bonus! Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 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 White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 45 / 70% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 51 (base 13) |
Dexterity | 109 (base 60) |
Constitution | 27 (base 10) |
Magic | 50 (base 47) |
Willpower | 83 (base 60) |
Cunning | 84 (base 60) |
Resources
Life | 1615/1615 |
Psi | 163/163 |
Stamina | 392/392 |
Equilibrium | 45 |
Healing Factor | 1.2594416243655 |
Regeneration | 14.289816687019 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 10 |
See Stealth | 90.358800929225 |
See Invisible | 105.35880092923 |
Offense: Mainhand
Damage | 103 |
Accuracy | 53 |
Crit Chance | 57% |
APR | 17 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.8333333333333 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Light | +15% |
Nature | +6% |
Lightning | +20% |
Physical | +6% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +27% |
Light | +17% |
Lightning | +22% |
Physical | +49% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 14 (70.376569037657%) |
Defense | 56 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 98 |
Mental Save | 83 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 67%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 57%( 70%) |
All | + 22%( 70%) |
Darkness | + 43%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 31%( 70%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 23% |
Disarm Resistance | 65% |
Confusion Resistance | 19% |
Knockback Resistance | 25% |
Stun Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 42% |
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Buckler Training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Apply Poison |
talent | Lacerating Strikes |
talent | Kinetic Shield |
talent | Volatile Poison |
talent | Augmentation |
talent | Charged Shield |
talent | Piercing Ammunition |
talent | Antimagic Shield |
talent | Bombardment |
talent | Numbing Poison |
talent | Beyond the Flesh |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by Voratha the poison ivy. Escort: lost sun paladin (level 3 of Trollmire) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 54% of the way to your next Rank. You have killed: 47 Uniques 15 Bosses 6 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Zubawe (60.5-96.8 power, 4 apr) Zubawe (60.5-96.8 power, 4 apr)3.0 T5 greatsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 60.5 - 96.8 Physical Uses 72% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +123 insidious poison On Hit: * 35 arcane resource burn * Slows global speed by 40% On Crit: * burns latent spell energy While equipped: Stats +9 Dex +3 Mag +2 Wil +5 Con dps ---------- Phys.pwr +14 (+0 eff.) Res.pen +15% acid +17% physical Acc +19 (+6 eff.) ----- def ----- Resists +6% lightning Disarm- +41% ---------- misc Infravis +2 Massive two-handed swords. |
Quiver | Unlightkill the pouch of stralite shots (21/21, 43.5-52.2 power, 5 apr) Unlightkill the pouch of stralite shots (21/21, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Random Unique] Nature/Master Power 43.5 - 52.2 Physical Uses 50% Mag, 92% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +5 Crit +24.5% Capacity 21 Ranged+ +34 insidious poison +14 bleed +4 darkness On Hit.r1 +8 darkness +4 mind On Crit.r2 +16 mind On Hit: * 20% chance to inflict 15% damage reduction On Crit: * cripple the target * wounds the target for 7 turns: 8 bleeding, 35% reduced healing Shots are used with slings to pummel your foes to death. |
Light source | Flashravager the brass lantern Flashravager the brass lantern2.0 T1 lite [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% light +7% all Apr +7 On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% acid +9% fire +6% lightning Spell.save +30 (+5 eff.) Blind- +24% Confus- +14% ---------- misc Light +13 See.Stealth +8 See.Invis +7 Track: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. 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 | elven-silk wizard hat 'Glisera' (3 def, 4 armour) elven-silk wizard hat 'Glisera' (3 def, 4 armour)2.0 T5 head armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +7 Cun dps ---------- Dmg.mod +16% lightning +20% fire +9% acid ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +24% lightning +12% darkness +10% blight +30% fire +10% nature +3% acid Mind.save +7 (+1 eff.) Confus- +5% Teleport- +20% A pointy cloth hat, very wizardly... |
On feet | Manokath the pair of rough leather boots (0 def, 1 armour) Manokath the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Phys.save +36 (+7 eff.) Spell.save +15 (+3 eff.) Mind.save +6 (+1 eff.) Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
Tool | Adydhewyn the Coalwarden (dig speed 38 turns) Adydhewyn the Coalwarden (dig speed 38 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +5 Str +2 Cun dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Fatigue -10% Resists +9% darkness ---------- misc Max.hate +6.00 Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Skyrend the copper ring Skyrend the copper ring0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.pwr +13 (+4 eff.) Res.pen +15% lightning +5% acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +6% blight +6% cold +9% lightning Max.HP +23.00 HP.reg +1.40 Disarm- +24% Pinning- +23% Stun/Frz- +24% Knockbk- +25% Rings can have magical properties. |
Around neck | warmaker's steel amulet of vision warmaker's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +6 Dex +5 Wil ----- def ----- Blind- +18% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
In main hand | Iverivena the Blastsever Iverivena the Blastsever4.0 T1 sling 1H weapon [Random Unique] Nature/Disrupt/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: * 20 arcane resource burn While equipped: Stats +2 Str +2 Dex +3 Wil +2 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +6 (+0 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% physical On Hit (Ranged): * 7 arcane resource burn ----- def ----- Resists +3% lightning +12% fire +5% arcane ---------- misc Masteries +0.10 Wild-gift/Fungus +0.20 Wild-gift/Antimagic Regenerate 74 life over 5 turns Puts all charms on 18 cooldown Slings are used to hurl stones or metal shots at your foes. |
On hands | rough leather gloves 'Dourcutter' (0 def, 1 armour) rough leather gloves 'Dourcutter' (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 acid 7 fire 7 lightning Dmg.mod +16% acid +4% fire +4% lightning Acc +13 (+4 eff.) Melee Ret 8 acid On Hit (Melee): * 15% chance to corrode armour by 30% * 10 arcane resource burn ----- def ----- Armour +1 Resists +6% acid +6% fire +6% blight +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | steel shield 'Kindlevenom' (6 def, 2 armour, 16-19.2 power, 37 block) steel shield 'Kindlevenom' (6 def, 2 armour, 16-19.2 power, 37 block)7.0 T2 shield armor [Random Unique] Nature/Disrupt/Master/Psionic When used to Attack: Power 16.0 - 19.2 Physical Uses 60% Wil, 50% Mag Acc+ +2.5% procs dam / acc Crit +3.0% Block +37 Melee+ +16 fire +13 nature +8 light While equipped: Stats +5 Con dps ---------- Dmg.mod +15% light Melee Ret 14 nature On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 21 arcane resource burn * 20% chance to reduce effective powers by 20% ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +10% acid +6% darkness +12% blight +21% lightning +22% nature +12% mind Max.HP +61.00 ---------- misc Talents +2 Block Handheld deflection devices. |
Cloak | Anurach (8 def, 4 armour) Anurach (8 def, 4 armour)2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +2.0% Res.pen +5% mind Acc +4 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Resists +6% acid +6% fire +6% lightning +6% cold Phys.save +25 (+5 eff.) Spell.save +12 (+2 eff.) Mind.save +11 (+2 eff.) Max.HP +76.00 HP.reg +0.80 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Harudunarek the rough leather armour (1 def, 2 armour) Harudunarek the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +24% blight +33% cold +22% nature +3% fire D.Red.from +7% Unnatural Spell.save +36 (+6 eff.) Max.HP +44.00 HP.reg +1.50 Heal.mod +13% ---------- misc See.Invis +9 A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Crit.chn- 0% ---------- misc Masteries +0.00(-) Technique/Battle tactics Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erelivon Erelivon0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +6% mind +3% arcane Res.pen +10% mind Melee Ret 16 mind ----- def ----- Resists +12% mind Mind.save +7 (+1 eff.) Confus- +13% Amulets can have magical properties. |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
Barinik Barinik0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +5 Mag dps ---------- Mind.crit +4% Melee+ 31 light 7 bleed Ranged+ 31 light 16 bleed Dmg.mod +3% arcane +3% mind On Hit (Melee): * 13% chance to cause random gloom * 19% chance to blind On Hit (Ranged): * 15% chance to cause random gloom * 16% chance to blind ----- def ----- Resists +5% arcane Spell.save +10 (+2 eff.) Heal/summ +30 Blind- +37% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Infravis +5 See.Stealth +13 See.Invis +14 Telepathy Humanoid/Orc Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Coaltaint Coaltaint0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +14 (+1 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +16% blight +19% darkness +5% all Res.pen +5% darkness Melee Ret 4 darkness 8 blight ----- def ----- Resists +26% darkness +34% blight Rings can have magical properties. |
Fognull the steel battleaxe (29.5-44.25 power, 2 apr) Fognull the steel battleaxe (29.5-44.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 29.5 - 44.3 Physical Uses 72% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% Melee+ +8 darkness On Hit: * 24% chance to daze at end of turn * Slows global speed by 40% * 20% chance to inflict 15% damage reduction While equipped: Stats +3 Str +10 Dex +5 Mag +3 Wil +5 Cun +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +13% lightning +12% physical +5% nature Acc +25 (+7 eff.) Apr +13 ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
mossy mindstar 'Dimdash' (2.5-2.75 power, 12 apr, mind damage) mossy mindstar 'Dimdash' (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This natural sand should be returned to the wyrm. Power 2.5 - 2.8 Mind Uses 30% Wil, 50% Mag, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 darkness On Hit: * 13 arcane resource burn * 40% chance to corrode armour by 30% On Crit: * burns latent spell energy While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +1% Crit.mult +8.00% Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid +8% physical +4% darkness +3% arcane +4% mind Res.pen +6% physical Melee Ret 8 physical 3 mind 4 darkness ----- def ----- Resists +9% darkness +6% physical Spell.save +3 (+1 eff.) ---------- misc Max.psi +40.00 Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 50% Mag, 60% Cun Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 32.53 to 97.60 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather sling 'Brodyduchak' rough leather sling 'Brodyduchak'4.0 T1 sling 1H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit: * 6% chance to daze at end of turn While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +2 Cun +4 Con dps ---------- Phys.crit +2.0% Res.pen +6% lightning Acc +7 (+2 eff.) ----- def ----- Resists +6% acid ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Adorarenor Adorarenor4.0 T2 sling 1H weapon [Random Unique] Arcane/Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 cold On Hit.r1 +2 arcane +2 mind On Crit.r2 +4 mind On Hit: 10% Shoot 1 While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+0 eff.) Dmg.mod +6% mind +3% arcane Res.pen +10% arcane +7% cold ----- def ----- Armour +8 Resists +3% mind Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (21/21, 14.5-17.4 power, 1 apr) pouch of iron shots (21/21, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Mag, 92% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
hateful pouch of voratun shots (20/20, 55-66 power, 6 apr) hateful pouch of voratun shots (20/20, 55-66 power, 6 apr)3.0 T5 shot ammo [Ego+] Psionic Power 55.0 - 66.0 Physical Uses 50% Mag, 92% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +24 darkness Against +8% Living Shots are used with slings to pummel your foes to death. |
Jetvein the iron shield (4 def, 2 armour, 15.5-18.6 power, 15.5 block) Jetvein the iron shield (4 def, 2 armour, 15.5-18.6 power, 15.5 block)7.0 T1 shield armor [Random Unique] Arcane/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 60% Wil, 50% Mag Acc+ +2.5% procs dam / acc Crit +2.5% Block +16 Melee+ +8 darkness On Crit.r2 +14 light +14 darkness On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +6 (+0 eff.) Dmg.mod +15% darkness +15% mind Res.pen +15% darkness Melee Ret 8 mind ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% lightning +18% light +18% darkness ---------- misc Talents +1 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
corrosive iron shield of fire resistance (+10%) (4 def, 2 armour, 8.5-10.2 power, 21.5 block) corrosive iron shield of fire resistance (+10%) (4 def, 2 armour, 8.5-10.2 power, 21.5 block)7.0 T1 shield armor [Ego+] Arcane/Master When used to Attack: Power 8.5 - 10.2 Physical Uses 60% Wil, 50% Mag Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 Melee+ +11 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +10% acid +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 8.5-10.2 power, 21.5 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 21.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 60% Wil, 50% Mag Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe 'Eilinyseth' (2 def, 0 armour) cashmere robe 'Eilinyseth' (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +14% acid +10% physical +15% mind +10% cold +6% arcane +13% lightning Res.pen +5% arcane +15% mind Melee Ret 20 mind ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +8% cold +11% blight +10% lightning Mind.save +21 (+4 eff.) Max.HP +54.00 HP.reg +4.20 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betima the rough leather armour (4 def, 5 armour) Betima the rough leather armour (4 def, 5 armour)9.0 T1 light armor [Random Unique] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +10.00% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Erelurath' (1 def, 2 armour) rough leather armour 'Erelurath' (1 def, 2 armour)9.0 T1 light armor [Random Unique] Arcane While equipped: dps ---------- Melee+ 10 acid 11 fire Dmg.mod +21% blight +9% mind Res.pen +5% blight +5% mind Melee Ret 9 acid 10 fire ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +13% acid +13% fire +6% arcane +3% mind Spell.save +11 (+2 eff.) A suit of armour made of leather. |
Islitta Islitta1.0 T1 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +3.0% Spell.crit +4% Res.pen +10% physical Apr +1 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +7 (+3 eff.) Fatigue -5% Resists +3% temporal +4% physical Phys.save +12 (+2 eff.) ---------- misc Max.enc +24 A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Brodiromizor' (0 def, 3 armour) pair of hardened leather boots 'Brodiromizor' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +3 Mag +3 Wil +1 Con dps ---------- Phys.crit +4.0% Crit.mult +6.00% Spell.pwr +5 (+0 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +3 Fatigue -1% Resists +3% temporal Phys.save +11 (+2 eff.) Max.HP +10.00 ---------- misc Max.enc +34 Max.stam +5.00 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A pair of boots made of leather. |
Gleambrace (0 def, 3 armour) Gleambrace (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +6% arcane +9% light Res.pen +5% light +5% arcane On Hit (Melee): * 15% chance to blind ----- def ----- Armour +3 Fatigue +2% Resists +6% light +5% arcane Phys.save +6 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +5 (+1 eff.) HP.reg +1.90 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Airwolf the rough leather gloves (0 def, 1 armour) Airwolf the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Dex +4 Mag +4 Wil +3 Cun dps ---------- Melee+ 6 arcane 7 acid Dmg.mod +4% acid Res.pen +5% lightning Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +4% arcane +6% acid HP.reg +1.40 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.70 Max.stam +14.00 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
Glyth the Scorchlore (0 def, 1 armour) Glyth the Scorchlore (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 16 mind 15 darkness Melee Ret 8 blight On Hit (Melee): * 12% chance to cause random gloom ----- def ----- Armour +1 Resists +5% light +6% darkness Mind.save -14 (-3 eff.) ---------- misc Infravis +1 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 25.59 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adalenn the iron gauntlets (0 def, 1 armour) Adalenn the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Armour +1 Resists +3% acid +3% light HP.reg +2.70 ---------- misc Stam/turn +1.10 Psi/turn +0.13 Max.stam +14.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Glogann the linen wizard hat (1 def, 0 armour) Glogann the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% cold Res.pen +20% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
Poragada (0 def, 1 armour) Poragada (0 def, 1 armour)2.0 T1 head armor [Random Unique] Master While equipped: Stats +9 Str +6 Con dps ---------- Phys.pwr +8 (+0 eff.) Res.pen +5% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% acid Blind- +10% Disease- +10% Knockbk- +10% A cap made of leather. |
iron helm 'Xanibrelrata' (0 def, 3 armour) iron helm 'Xanibrelrata' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Random Unique] Master While equipped: Stats +6 Str +9 Dex dps ---------- Spell.crit +1% Spell.pwr +2 (+0 eff.) S.pwr/crit +6 Dmg.mod +9% arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Singeravager the brass lantern Singeravager the brass lantern2.0 T1 lite [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +9% fire Res.pen +25% fire ----- def ----- Resists +11% light +6% fire Affinity +10% darkness ---------- misc Light +2 Infravis +6 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 41.81 damage. The damage dealt will increase with your Spellpower. 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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. |
Achievements
By Disgusting the Halfling Skirmisher level 35
4th Haze 122nd year of Ascendancy at 03:47 see stats
By Disgusting the Halfling Skirmisher level 14
4th Flare 122nd year of Ascendancy at 22:53 see stats
By Disgusting the Halfling Skirmisher level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Disgusting the Halfling Skirmisher level 20
34th Dusk 122nd year of Ascendancy at 04:39 see stats
By Disgusting the Halfling Skirmisher level 30
36th Dusk 122nd year of Ascendancy at 16:29 see stats
By Disgusting the Halfling Skirmisher level 40
20th Haze 122nd year of Ascendancy at 23:36 see stats
By Disgusting the Halfling Skirmisher level 34
46th Dusk 122nd year of Ascendancy at 13:59 see stats
By Disgusting the Halfling Skirmisher level 29
36th Dusk 122nd year of Ascendancy at 16:11 see stats
By Disgusting the Halfling Skirmisher level 14
78th Pyre 122nd year of Ascendancy at 05:51 see stats
By Disgusting the Halfling Skirmisher level 31
38th Dusk 122nd year of Ascendancy at 00:48 see stats
By Disgusting the Halfling Skirmisher level 28
36th Dusk 122nd year of Ascendancy at 15:39 see stats
Log
You gain 22.54 gold from the transmogrification of Huryrak (40.5-56.7 power, 6 apr).
You gain 2.50 gold from the transmogrification of voratun longsword of projection (42.5-59.5 power, 6 apr).
You gain 21.68 gold from the transmogrification of Tulayon the Heallace (45-63 power, 9 apr).
You gain 1.06 gold from the transmogrification of acidic iron greatsword (14.5-23.2 power, 1 apr).
You gain 25.00 gold from the transmogrification of Tulurochak the Kindletorrent (57-85.5 power, 4 apr).
You gain 25.00 gold from the transmogrification of stralite battleaxe 'Hathyldir' (63.5-95.25 power, 3 apr).
You gain 4.95 gold from the transmogrification of arcing stralite battleaxe of daylight (44.5-66.75 power, 3 apr).
You gain 5.02 gold from the transmogrification of hateful steel battleaxe of crippling (20-30 power, 2 apr).
You gain 1.04 gold from the transmogrification of mule's copper ring.
You gain 0.75 gold from the transmogrification of copper ring of nature (+22%).
You gain 9.66 gold from the transmogrification of archmage's copper amulet of soulsearing.
You gain 1.83 gold from the transmogrification of vision rune (radius 13; dur 19; see demon).
You gain 1.65 gold from the transmogrification of vision rune (radius 12; dur 19; see demon).
You gain 1.83 gold from the transmogrification of insidious poison infusion (17 nature damage, 54% healing reduction).
You gain 1.14 gold from the transmogrification of healing infusion of the warrior (heal 171).
You gain 0.61 gold from the transmogrification of healing infusion (heal 39).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Disgusting deactivates Bombardment.
Disgusting deactivates Lacerating Strikes.
Disgusting deactivates Antimagic Shield.
Disgusting deactivates Charged Shield.
Disgusting deactivates Kinetic Shield.
Disgusting deactivates Augmentation.
Disgusting deactivates Piercing Ammunition.
Disgusting deactivates Volatile Poison.
Disgusting deactivates Beyond the Flesh.
Disgusting deactivates Trained Reactions.
Disgusting deactivates Numbing Poison.
Disgusting deactivates Apply Poison.