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 1.2.3Myth'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. 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. 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: 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:
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 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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.
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:
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: 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. 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. 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 :) 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. Devil's Due Blackstaff Class Addon 1.5.1Charged with keeping the secret of Angolwen's location by any means neccesary, This updated version takes the class in a somewhat different direction, and starts them in Angolwen. The Angolwen starter dungeon can be done with a phase door rune, but it is...tricky. So they start with a controlled phase door rune. A bit of a cheat, but let's say it's SI:3's version of Bond gadgets. To be done in future updates possibly: changing psi-fighting to a custom arcane talent. 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Items Vault 1.5.0Donators/Buyers bonus! 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. 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 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. 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 | Dark Faerie |
Class | Blackstaff |
Level / Exp | 112 / 60% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nilaith the elven tempest at level 34 on the 30th Dusk 122nd year of Ascendancy at 19:31 6 / 1 |
Primary Stats
Strength | 325 (base 69) |
Dexterity | 198 (base 10) |
Constitution | 189 (base 100) |
Magic | 193 (base 100) |
Willpower | 234 (base 100) |
Cunning | 207 (base 100) |
Resources
Psi | 314/314 |
Mana | 2392/2392 |
Equilibrium | 10 |
Paradox | 320 |
Life | 3882/3882 |
Positive | 337/353 |
Stamina | 951/951 |
Negative | 359/373 |
Healing Factor | 2.5 |
Regeneration | 76.375 |
Speed
Mental | +146.53356492578% |
Attack | +2% |
Movement | +123.59324711934% |
Spell | +250.78737494935% |
Global | +100% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 19 |
See Stealth | 64 |
See Invisible | 67 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 556 |
Accuracy | 106 |
Crit Chance | 309% |
APR | 125 |
Speed | 0.41 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 157 |
Crit Chance | 100% |
Speed | 0.28507297337722 |
Offense: Mind
Mindpower | 127 |
Crit Chance | 100% |
Speed | 0.98039215686275 |
Offense: Damage Bonus
Acid | +360% |
Blight | +368% |
Arcane | +313% |
Cold | +295% |
All | +275% |
Lightning | +331% |
Light | +300% |
Mind | +310% |
Physical | +395% |
Darkness | +424% |
Fire | +466% |
Nature | +299% |
Offense: Damage Penetration
Acid | +65% |
Arcane | +50% |
Cold | +65% |
All | +45% |
Darkness | +127% |
Light | +55% |
Temporal | +55% |
Physical | +82% |
Lightning | +90% |
Fire | +65% |
Mind | +76% |
Defense: Base
Armour (hardiness) | 204.26544687685 (93.461538461538%) |
Defense | 123 |
Ranged Defense | 126 |
Fatigue | 0 |
Physical Save | 156 |
Spell Save | 157 |
Mental Save | 162 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 59%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 63%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Poison Resistance | 89% |
Blind Resistance | 100% |
Silence Resistance | 0% |
Bleed Resistance | 74% |
Pinning Resistance | 100% |
Disarm Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (29% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (29% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 763 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 9/5 |
| 5/5 |
| 8/5 |
Spell / Necrosis | 1.30 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Spell / Air | 1.40 |
| 1/5 |
| 3/5 |
| 8/5 |
| 7/5 |
Spell / Enhancement | 1.79 |
| 5/5 |
| 1/5 |
| 5/5 |
| 8/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.40 |
| 5/5 |
| 9/5 |
| 5/5 |
| 9/5 |
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 7/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Race / Dark-faerie | 1.20 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Mitosis |
talent | Thunderstorm |
talent | Inner Power |
talent | Feather Wind |
talent | Shock Hands |
talent | Living Lightning |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Augmentation |
talent | Corona |
talent | Defensive Posture |
talent | Fiery Hands |
talent | Shield of Light |
talent | Searing Sight |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +233% Combat Speed: +116% All Damage: +275% |
beneficial effect | Countering melee attacks: Has a 67% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You failed to protect the injured seer from death by degenerated skeleton warrior. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 31% of the way to your next Rank. You have killed: 174 Uniques 66 Bosses 25 Elite Bosses 23 Veterans 5 Heroics 4 Legends 2 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed red crystal shard. * You've found the needed warg claw. | 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 within15 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 | voratun battleaxe 'Demonfear' (99-148.5 power, 4 apr) voratun battleaxe 'Demonfear' (99-148.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 99.0 - 148.5 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 temporal +28 nature On Hit.r1 +8 darkness +12 mind On Hit: * 48% chance to cause random gloom * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 51 bleeding, 100% reduced healing While equipped: Stats +19 Str dps ---------- Phys.crit +41.0% Crit.mult +28.00% Phys.pwr +21 (+1 eff.) Dmg.mod +42% physical +12% darkness +3% arcane Res.pen +21% mind +26% darkness Acc +37 (+7 eff.) Apr +19 ----- def ----- Resists +3% mind ---------- misc Stam/ret +7.00 Massive two-handed battleaxes. |
On hands | Demonshear (0 def, 3 armour) Demonshear (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +9 Dex +8 Mag +8 Wil +4 Cun dps ---------- Melee+ 13 acid 15 arcane Dmg.mod +9% acid +6% darkness Res.pen +10% mind Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +3 Resists +9% acid +9% arcane +9% mind +9% darkness HP.reg +2.70 ---------- misc Stam/turn +1.70 Max.stam +33.00 Unarmed combat: Power 25.5 - 28.1 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% crit / acc Acc +11 Apr +13 Crit +5.0% Atk.spd 100% Melee+ +14 arcane On Crit.r2 +7 acid +4 darkness +4 mind On Hit: 10% Acid Breath 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Slumber 5 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | dwarven lantern 'Arcquake' dwarven lantern 'Arcquake'1.0 T5 lite [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Con +21 Wil dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +9 (+0 eff.) S.pwr/crit +12 Dmg.mod +29% mind Res.pen +25% lightning +45% all Apr +42 Melee Ret 16 arcane ----- def ----- Resists +15% blight +10% temporal +6% arcane +9% cold Spell.save +30 (+4 eff.) Mind.save +15 (+2 eff.) HP.reg +5.30 Def/telep +20 Res/telep +16% Dur/telep +25% ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Light +13 See.Stealth +25 See.Invis +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Glareveil the elven-silk wizard hat (3 def, 0 armour) Glareveil the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +24 Mag +7 Wil +6 Cun +20 Con dps ---------- Spell.crit +5% Mind.crit +8% Spell.pwr +6 (+1 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +16% light +18% physical +35% arcane +16% darkness Res.pen +10% light Melee Ret 12 light ----- def ----- Defense +3 (+0 eff.) Fatigue -2% Resists +20% physical +30% light +20% darkness ---------- misc Mana/turn +0.34 Psi/turn +0.36 Max.hate +14.00 Light +3 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | Baryledas the pair of drakeskin leather boots (10 def, 13 armour) Baryledas the pair of drakeskin leather boots (10 def, 13 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +16 Dex +9 Cun +5 Con +14 Lck dps ---------- Mov.spd +10% ----- def ----- Armour +13 Defense +10 (+1 eff.) Rng.Def +9 (+1 eff.) Fatigue -5% Resists +3% acid +9% fire Phys.save +24 (+3 eff.) Spell.save +15 (+2 eff.) Mind.save +22 (+2 eff.) Stealth +15 Max.HP +60.00 HP.reg +3.50 Heal.mod +28% Poison- +15% Disease- +15% ---------- misc Stam/turn +0.70 Infravis +3 Disengage: Puts all charms on 15 cooldown Level 1.2 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | Animakor the Nimbusfist (dig speed 4 turns) Animakor the Nimbusfist (dig speed 4 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +18 Str +6 Cun +8 Wil dps ---------- Dmg.mod +3% lightning Acc +9 (+2 eff.) Apr +28 Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -10% Resists +8% darkness +9% fire Max.HP +37.00 ---------- misc Max.stam +25.00 Max.vim +40.00 Infravis +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Hanerand the Stormlace Hanerand the Stormlace0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Mov.spd +22% Melee+ 86 light Ranged+ 69 light Dmg.mod +12% lightning +18% fire Acc +11 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn * 42% chance to blind On Hit (Ranged): * 53% chance to blind ----- def ----- Defense +10 (+1 eff.) Resists +3% lightning Blind- +81% ---------- misc Infravis +11 See.Stealth +39 See.Invis +33 Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | voratun ring 'Pyreviper' voratun ring 'Pyreviper'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +21% Dmg.mod +27% blight +32% fire +20% nature Acc +27 (+5 eff.) Apr +14 On Hit (Melee): * 10% chance to disease ----- def ----- Defense +29 (+4 eff.) Resists +40% nature +55% fire Max.HP +100.00 HP.reg +1.90 Heal.mod +30% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Around neck | Bregigund Bregigund0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +25 Str +31 Dex +20 Wil +7 Cun +10 Con +17 Lck dps ---------- Phys.crit +3.0% Phys.pwr +10 (+0 eff.) Phys.spd +10% Dmg.mod +6% acid +10% physical Acc +18 (+3 eff.) ----- def ----- Armour +9 Defense +20 (+3 eff.) Fatigue -10% Phys.save +53 (+6 eff.) Spell.save +47 (+6 eff.) Mind.save +50 (+5 eff.) Unseen.red 20% HP.reg +4.90 ---------- misc Stam/turn +0.60 Masteries +0.39 Spell/Enhancement +0.39 Technique/Duelist Amulets can have magical properties. |
In main hand | Xyriatta the Gloomtide (30-36 power, 6 apr, fire element) Xyriatta the Gloomtide (30-36 power, 6 apr, fire element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 acid On Crit.r2 +4 mind While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +25.0% Spell.crit +9% Crit.mult +33.00% Phys.pwr +15 (+1 eff.) Spell.pwr +48 (+6 eff.) S.pwr/crit +10 Dmg.mod +30% lightning +30% fire +30% cold +3% mind +30% arcane Res.pen +15% darkness Acc +12 (+2 eff.) On Hit (Melee): * 40% chance to disease * 37% chance to inflict 15% damage reduction ----- def ----- Resists +6% acid +15% mind ---------- misc Mana/turn +0.33 Vim/s.crit +10.00 Max.mana +210.00 Max.vim +65.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 2085.99 to 2503.18 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Around waist | Kindlestrike Kindlestrike1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Dex +6 Mag +6 Cun +2 Con dps ---------- Phys.crit +12.0% Mind.crit +12% Phys.pwr +11 (+1 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +9% light +15% physical Res.pen +17% physical ----- def ----- Phys.save +9 (+1 eff.) Spell.save +12 (+2 eff.) ---------- misc Mana/turn +0.43 Max.mana +60.00 Light +3 See.Invis +6 Size +1 A belt that goes around your waist. |
In off hand | Eilinymina the voratun shield (15 def, 15 armour, 297.5 block) Eilinymina the voratun shield (15 def, 15 armour, 297.5 block)7.0 T5 shield armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +6 Mag +6 Con dps ---------- Phys.crit +11.0% Phys.pwr +20 (+1 eff.) On Melee Ret: * 20% chance to daze at end of turn * 40% chance to blind ----- def ----- Armour +15 Defense +15 (+2 eff.) Rng.Def +15 (+2 eff.) Fatigue +14% Resists +22% acid +20% light +3% darkness +9% nature +41% cold +13% fire +6% arcane +33% lightning Spell.save +36 (+5 eff.) Max.HP +94.00 Blind- +10% Disarm- +15% ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | Unlightwinnow the cashmere cloak (2 def, 0 armour) Unlightwinnow the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +4 Dex +7 Mag +7 Wil +3 Cun +7 Con dps ---------- Dmg.mod +15% darkness Res.pen +26% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +19% darkness +6% lightning Spell.save -12 (-1 eff.) Stealth +11 ---------- misc Stam/turn +0.80 Mana/turn -0.30 Max.mana +48.00 Light +2 Telepathy Dragon Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun mail armour 'Bethuba' (20 def, 45 armour) voratun mail armour 'Bethuba' (20 def, 45 armour)14.0 T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +24 Cun +24 Wil dps ---------- Crit.mult +10.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +2 Dmg.mod +6% blight Res.pen +5% arcane +10% temporal Phasing +40% Melee Ret 14 light 8 arcane ----- def ----- Armour +45 Defense +20 (+3 eff.) Fatigue +16% Resists +12% acid +13% physical +30% darkness +26% blight +13% fire +11% lightning +43% cold Spell.save +6 (+1 eff.) Mind.save +75 (+8 eff.) Max.HP +96.00 HP.reg +12.00 Heal.mod +30% ---------- misc Stam/turn +2.00 Mana/s.crit +5.00 Vim/s.crit +2.00 Max.mana +40.00 Light +2 A suit of armour made of mail. |
Inventory
starseer's copper amulet of magic (+4) starseer's copper amulet of magic (+4)0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +4% darkness +5% temporal +4% light +5% physical Amulets can have magical properties. |
Xanokira the steel amulet Xanokira the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Mind.pwr +8 (+1 eff.) S.pwr/crit +4 ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -6% Resists +9% light +9% fire Mind.save +29 (+3 eff.) Die.at -20.00 life HP.reg +2.00 Confus- +14% Stun/Frz- +5% Teleport- +5% ---------- misc Mana/turn +0.22 Max.mana +30.00 Masteries +0.22 Psionic/Psi-fighting +0.22 Spell/Air Amulets can have magical properties. |
Breezeoozer the stralite amulet Breezeoozer the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +9 Cun +6 Con dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Melee+ 13 light 13 darkness Dmg.mod +17% temporal +21% light +21% darkness +9% nature +8% physical Res.pen +10% nature +25% temporal Melee Ret 16 arcane 8 nature On Melee Ret: * 13% chance to blind * 13% chance to inflict 15% damage reduction ----- def ----- Fatigue -7% Resists +26% lightning +6% nature Phys.save +39 (+5 eff.) Spell.save +22 (+3 eff.) Mind.save +22 (+2 eff.) Max.HP +70.00 HP.reg +5.90 Stun/Frz- +29% ---------- misc Masteries +0.34 Cunning/Shadow magic +0.34 Chronomancy/Chronomancy Amulets can have magical properties. |
Torchspire Torchspire0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +9 Cun +14 Con +31 Lck dps ---------- Mov.spd +10% Dmg.mod +21% fire Res.pen +5% mind +15% fire Acc +29 (+5 eff.) Melee Ret 12 mind ----- def ----- Armour +7 Defense +39 (+5 eff.) Fatigue -8% Resists +6% mind +6% fire Res.Cap +3% all Phys.save +37 (+4 eff.) Spell.save +20 (+3 eff.) Mind.save +18 (+2 eff.) Unseen.red 32% HP.reg +0.80 ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
Islelrabeth the steel ring Islelrabeth the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str dps ---------- Spell.crit +1% Acc +9 (+2 eff.) Apr +10 ----- def ----- Armour +8 Defense +9 (+1 eff.) Spell.save +30 (+4 eff.) ---------- misc Mana/turn +0.12 Max.mana +40.00 Max.vim +30.00 Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Gimina the elm magestaff (15-18 power, 2 apr, lightning element) Gimina the elm magestaff (15-18 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 Crit +5.5% Atk.spd 100% While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +8.0% Spell.crit +4% Crit.mult +8.00% Phys.pwr +6 (+0 eff.) Spell.pwr +12 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% lightning Acc +6 (+1 eff.) ----- def ----- Armour +4 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Maleroddadig the elm starstaff (13-15.6 power, 2 apr, physical element) Maleroddadig the elm starstaff (13-15.6 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Random Unique] Arcane Power 13.0 - 15.6 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 blight On Crit.r2 +8 blight While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Melee+ 5% confusion Dmg.mod +6% blight +13% physical Phasing +10% ----- def ----- Defense +11 (+1 eff.) Resists +9% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, physical element) elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of channeling (10-12 power, 2 apr, physical element) elm starstaff of channeling (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +12 (+2 eff.) Dmg.mod +10% physical ---------- misc Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Velilrana the elven-wood vilestaff (25-30 power, 5 apr, lightning element) Velilrana the elven-wood vilestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +4 temporal On Crit.r2 +8 temporal While equipped: Stats +2 Str +1 Dex +1 Cun +2 Con dps ---------- Phys.crit +9.0% Spell.crit +24% Crit.mult +12.00% Phys.pwr +13 (+1 eff.) Spell.pwr +30 (+4 eff.) Dmg.mod +25% lightning Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +16 (+2 eff.) Resists +5% arcane Phys.save +13 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +13 (+1 eff.) ---------- misc Mana/turn +0.25 Max.mana +86.00 See.Invis +3 Wards +4 lightning Telepathy Humanoid/Orc Talents +10 Ward +1 Command Staff Unleash an elemental blastwave, dealing 1966.29 to 2359.54 lightning damage in a radius 5 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
hateful iron battleaxe (12.5-18.75 power, 1 apr) hateful iron battleaxe (12.5-18.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 12.5 - 18.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Massive two-handed battleaxes. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Lelaharakath the Toxinborn (65.5-98.25 power, 3 apr) Lelaharakath the Toxinborn (65.5-98.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 65.5 - 98.3 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 nature On Hit.r1 +4 blight On Crit.r2 +8 nature On Hit: * Slows global speed by 20% * 67% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: Stats +11 Str +12 Dex +12 Mag +12 Wil +12 Cun +11 Con dps ---------- Phys.crit +19.0% Dmg.mod +3% darkness +9% blight Res.pen +38% lightning Acc +32 (+6 eff.) Melee Ret 16 blight 8 darkness 16 nature ----- def ----- Defense +38 (+5 eff.) Disarm- +122% Massive two-handed battleaxes. |
Windshear and Stormstrike (40-52 power, 9 apr) Windshear and Stormstrike (40-52 power, 9 apr)1.0 T5 dagger 2H weapon [Unique] Arcane Power 40.0 - 52.0 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +40 lightning Dmg.conv 50% lightning On Hit: * Grants a stacking free movement, and causes lightning to arc to nearby targets While equipped: Stats +10 Dex +5 Mag +5 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +20.00% Mov.spd +25% Dmg.mod +25% lightning +25% physical Res.pen +25% lightning +25% physical ----- def ----- Pinning- +25% A matched pair of daggers, one with a blade that seems composed of tightly focused wind, the other a bolt of lightning, these were the weapons of Kaeli Eagleheart in the Age of Dusk. Windshear was said to allow her to move with the speed of the wind even without active magic use, while Stormstrike's lightning bolt would chain to strike enemies around her. After Kaeli passed away, the daggers were wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
stralite greatsword 'Radhuchik' (50-80 power, 3 apr) stralite greatsword 'Radhuchik' (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 50.0 - 80.0 Arcane Uses 112% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% Melee+ +20 lightning +12 mind +8 arcane On Crit.r2 +12 arcane +19 fire On Hit: * 20% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 51 bleeding, 100% reduced healing While equipped: Stats +9 Str +7 Dex dps ---------- Phys.crit +19.0% Phys.pwr +16 (+1 eff.) All.spd +7% Dmg.mod +14% physical Res.pen +15% acid +19% fire Acc +33 (+6 eff.) Melee Ret 8 mind ---------- misc Stam/ret +3.00 Massive two-handed swords. |
Blazestriker (78-124.8 power, 4 apr) Blazestriker (78-124.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 78.0 - 124.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +68 insidious poison On Hit: * 38% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 51 bleeding, 100% reduced healing While equipped: dps ---------- Phys.crit +41.0% Crit.mult +27.00% Phys.pwr +19 (+1 eff.) Dmg.mod +6% light Res.pen +29% acid Apr +21 ----- def ----- Resists +5% arcane +15% cold Phys.save +3 (+0 eff.) HP.reg +2.00 Blind- +20% Disarm- +15% Massive two-handed swords. |
iron longsword (10.5-14.7 power, 2 apr) iron longsword (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace 'Noonwind' (12.5-17.5 power, 2 apr) iron mace 'Noonwind' (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Random Unique] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +8 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +3% blight +3% light On Hit (Melee): * 10% chance to disease ----- def ----- Resists +15% light Blunt and deadly. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel shield 'Cheyalathaldir' (8 def, 15 armour, 200 block) dwarven-steel shield 'Cheyalathaldir' (8 def, 15 armour, 200 block)7.0 T3 shield armor [Random Unique] Nature/Master While equipped: Stats +6 Str +10 Con dps ---------- Dmg.mod +9% mind Res.pen +20% mind On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +14% temporal Phys.save +17 (+2 eff.) ---------- misc See.Invis +6 Talents +3 Block Handheld deflection devices. |
Hellkiller the stralite shield (16 def, 16 armour, 244 block) Hellkiller the stralite shield (16 def, 16 armour, 244 block)7.0 T4 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +17 Con dps ---------- Phys.crit +5.0% Phys.pwr +9 (+0 eff.) Dmg.mod +6% mind Melee Ret 8 fire On Melee Ret: * 36% chance to corrode armour by 30% * 17% chance to daze at end of turn ----- def ----- Armour +16 Defense +16 (+2 eff.) Rng.Def +16 (+2 eff.) Fatigue +14% Resists +59% acid +18% lightning Phys.save +12 (+1 eff.) Mind.save +30 (+3 eff.) Silence- +5% Pinning- +15% ---------- misc Talents +4 Block Handheld deflection devices. |
Barurogas the voratun shield (25 def, 10 armour, 286.5 block) Barurogas the voratun shield (25 def, 10 armour, 286.5 block)7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +6 Mag +3 Cun +6 Con dps ---------- On Melee Ret: * 17% chance to daze at end of turn ----- def ----- Armour +10 Defense +25 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +15% lightning +17% physical +13% light +10% darkness Proj.evade +17% Phys.save +12 (+1 eff.) ---------- misc Infravis +1 Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Baligar (0 def, 0 armour) Baligar (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +11.00% Dmg.mod +6% blight +11% fire Melee Ret 8 blight ----- def ----- Resists +16% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 Hate/m.crit +3.00 Psi/m.crit +2.00 Max.mana +80.00 Max.vim +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Singebait the silk robe (8 def, 7 armour) Singebait the silk robe (8 def, 7 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +9 Mag +2 Con dps ---------- Phys.crit +2.0% Spell.pwr +14 (+2 eff.) Dmg.mod +25% acid +52% physical +13% temporal +21% fire +24% cold +13% all Res.pen +10% temporal +31% physical Melee Ret 8 physical 8 fire ----- def ----- Armour +7 Defense +8 (+1 eff.) Resists +32% acid +52% physical +36% fire +34% cold Phys.save +24 (+3 eff.) Anom.red +12 ---------- misc Stam/turn +0.40 Max.stam +20.00 Cooldown Refit Golem -10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's rough leather armour (3 def, 2 armour) marauder's rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +3 Str +3 Dex ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Phys.save +6 (+1 eff.) A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
Daimulerin (2 def, 8 armour) Daimulerin (2 def, 8 armour)14.0 T1 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +12% Resists +3% acid +3% temporal +6% arcane Spell.save +12 (+2 eff.) Mind.save +11 (+1 eff.) Cut- +10% Stun/Frz- +15% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
Yvyravea the voratun mail armour (16 def, 31 armour) Yvyravea the voratun mail armour (16 def, 31 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +8 Wil +12 Cun dps ---------- Phys.crit +2.0% Dmg.mod +6% blight +12% physical Melee Ret 12 arcane ----- def ----- Armour +31 Defense +16 (+2 eff.) Fatigue +16% Resists +9% acid +27% physical +20% darkness +9% lightning +10% fire +19% arcane +12% cold Spell.save +76 (+9 eff.) Mind.save +49 (+5 eff.) ---------- misc Mana/turn +0.08 Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour) voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +16% Max.HP +73.00 HP.reg +1.60 Heal.mod +25% A suit of armour made of mail. |
Daimyfast (12 def, 25 armour) Daimyfast (12 def, 25 armour)17.0 T1 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +25 Defense +12 (+1 eff.) Rng.Def +9 (+1 eff.) Fatigue +20% Resists +7% acid +7% physical +6% darkness +25% fire +7% lightning +7% cold Spell.save +3 (+1 eff.) Max.HP +50.00 HP.reg +1.50 Heal.mod +14% Disarm- +44% Pinning- +5% Stun/Frz- +23% Knockbk- +33% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Gevea the Vilesquall Gevea the Vilesquall1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +6 Lck dps ---------- Crit.mult +3.00% Phys.pwr +10 (+0 eff.) Dmg.mod +3% nature Melee Ret 4 physical ----- def ----- Resists +9% nature Phys.save +6 (+1 eff.) Stealth +7 Max.HP +30.00 ---------- misc T.Disarm +8 Infravis +4 Size +1 A belt that goes around your waist. |
Bokydeneg the linen cloak (15 def, 4 armour) Bokydeneg the linen cloak (15 def, 4 armour)2.0 T1 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Mag dps ---------- Phys.crit +4.0% Mind.pwr +8 (+1 eff.) ----- def ----- Armour +4 Defense +15 (+2 eff.) Fatigue -4% Resists +12% temporal +14% darkness +12% blight +12% nature +2% physical Phys.save +14 (+2 eff.) HP.reg +1.40 Heal.mod +14% Def/telep +14 Res/telep +11% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed linen cloak (1 def, 0 armour) wyrmwaxed linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% acid +5% fire +5% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustreblight (2 def, 0 armour) Lustreblight (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Mind.crit +5% On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+0 eff.) Resists +8% acid +7% fire +8% lightning +5% cold Crit.dmg- 10.00% Spell.save +6 (+1 eff.) Mind.save +8 (+1 eff.) ---------- misc See.Invis +6 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthschism the elven-silk cloak (3 def, 6 armour) Growthschism the elven-silk cloak (3 def, 6 armour)2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +2 Dex +3 Wil dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +25% darkness +9% nature Res.pen +13% darkness Acc +18 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue -8% Resists +20% blight +14% nature +21% darkness Phys.save +3 (+0 eff.) Mind.save +13 (+1 eff.) Stealth +18 Max.HP +77.00 HP.reg +1.90 Heal.mod +25% ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Lavarend' (0 def, 6 armour) pair of rough leather boots 'Lavarend' (0 def, 6 armour)2.0 T1 feet armor [Random Unique] Master While equipped: Stats +2 Str +3 Con dps ---------- Crit.mult +10.00% Spell.pwr +4 (+1 eff.) Dmg.mod +3% arcane Res.pen +5% arcane +10% fire ----- def ----- Armour +6 Fatigue +1% ---------- misc Mana/s.crit +3.00 Infravis +2 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots 'Lelufang' (0 def, 28 armour) pair of dwarven-steel boots 'Lelufang' (0 def, 28 armour)3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Mov.spd +20% ----- def ----- Armour +28 Fatigue +3% Resists +10% acid +3% temporal +22% cold +20% fire +9% lightning Phys.save +15 (+2 eff.) Mind.save +13 (+1 eff.) Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adalrarin the pair of voratun boots (9 def, 11 armour) Adalrarin the pair of voratun boots (9 def, 11 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +10 Mag +10 Wil +4 Cun dps ---------- Phys.crit +3.0% Spell.crit +9% Dmg.mod +9% acid ----- def ----- Armour +11 Defense +9 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue -6% Phys.save +34 (+4 eff.) HP.reg +0.60 ---------- misc Max.enc +38 Mana/turn +0.84 Max.mana +99.00 Disengage: Puts all charms on 15 cooldown Level 1.2 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galehunt (0 def, 5 armour) Galehunt (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +11 Mag +9 Wil +6 Cun +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Armour +5 Fatigue +4% Spell.save +7 (+1 eff.) Silence- +43% Confus- +50% Stun/Frz- +46% ---------- misc Psi/ret +0.08 Max.hate +4.00 Spell.cld 10% Light +3 Blink to a nearby random location (rad 40) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dimprophet the rough leather gloves (0 def, 9 armour) Dimprophet the rough leather gloves (0 def, 9 armour)1.0 T1 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Cun +7 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Crit.mult +6.00% Phys.pwr +2 (+0 eff.) Melee+ 7 blight Dmg.mod +5% blight Res.pen +20% darkness Acc +6 (+1 eff.) Apr +6 Melee Ret 12 physical ----- def ----- Armour +9 Hardiness +7% Resists +6% blight +6% physical +3% mind ---------- misc Max.stam +5.00 Unarmed combat: Power 17.5 - 19.3 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% crit / acc Acc +7 Apr +8 Crit +7.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 15% Perfect Strike 1 On Hit: 5% Stone Touch 1 On Hit: 20% Soul Rot 1 On Crit: 20% Cripple 1 On Hit: * 20% chance to inflict 15% damage reduction Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 64% Wil, 64% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisamina (0 def, 10 armour) Lisamina (0 def, 10 armour)1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +9 Dex dps ---------- Crit.mult +10.00% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Melee+ 9 physical Dmg.mod +3% arcane +6% physical Res.pen +15% arcane Acc +30 (+5 eff.) Apr +6 ----- def ----- Armour +10 Phys.save +7 (+1 eff.) Mind.save +8 (+1 eff.) Disarm- +29% ---------- misc Max.mana +20.00 Unarmed combat: Power 22.0 - 30.8 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.1% dam / acc Acc +23 Apr +16 Crit +14.0% Atk.spd 83% Melee+ +12 blight On Hit.r1 +7 physical On Crit.r2 +11 physical On Hit: 15% Perfect Strike 3 On Hit: 10% Perfect Control 3 On Hit: 10% Sand Breath 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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). Metal gloves protecting the hands up to the middle of the lower arm. |
elven-silk wizard hat 'Alalin' (3 def, 5 armour) elven-silk wizard hat 'Alalin' (3 def, 5 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +18 Mag +6 Wil +6 Cun +16 Con dps ---------- Mind.pwr +5 (+0 eff.) Dmg.mod +25% temporal +27% light +26% physical +15% arcane +21% darkness ----- def ----- Armour +5 Defense +3 (+0 eff.) Resists +6% acid +6% nature +12% darkness Phys.save +6 (+1 eff.) Spell.save +10 (+2 eff.) Blind- +15% ---------- misc Mana/s.crit +1.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Eremugar' (3 def, 0 armour) elven-silk wizard hat 'Eremugar' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +21 Wil +15 Cun dps ---------- Spell.crit +6% Mind.crit +19% Spell.pwr +10 (+2 eff.) Mind.pwr +5 (+0 eff.) ----- def ----- Defense +3 (+0 eff.) Resists +9% acid +1% physical Mind.save +77 (+8 eff.) Disease- +10% Disarm- +20% Confus- -40% Stun/Frz- +20% Fear- -40% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.40 Psi/turn +0.35 Infravis +9 See.Stealth +22 See.Invis +25 Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1786 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Ivysetta the rough leather cap (20 def, 5 armour) Ivysetta the rough leather cap (20 def, 5 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Dex +8 Cun dps ---------- Acc +12 (+2 eff.) On Melee Ret: * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +20 (+3 eff.) Rng.Def +9 (+1 eff.) Fatigue +1% Resists +15% fire +13% darkness +6% cold Die.at -40.00 life Blind- +20% Stun/Frz- +10% ---------- misc Infravis +3 A cap made of leather. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+1 eff.) A cap made of leather. |
iron helm 'Dawnsting' (0 def, 3 armour) iron helm 'Dawnsting' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +3% acid +6% light Res.pen +25% light Apr +5 Melee Ret 20 acid ----- def ----- Armour +3 Fatigue +5% Phys.save +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Galerage' (0 def, 3 armour) iron helm 'Galerage' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Dex +5 Con dps ---------- Crit.mult +6.00% Res.pen +5% physical Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning HP.reg +0.60 Heal.mod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Duskstinger (0 def, 5 armour) Duskstinger (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +22 Dex +7 Wil +5 Cun +9 Con dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +6% darkness Res.pen +27% darkness +27% acid Apr +8 On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +13% physical +22% darkness +3% acid +12% temporal Phys.save +15 (+2 eff.) ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
brass lantern 'Emeluthra' brass lantern 'Emeluthra'2.0 T1 lite [Random Unique] Master/Psionic While equipped: Stats +5 Cun +8 Str dps ---------- Phys.crit +2.0% Mind.crit +6% Crit.mult +6.00% Mind.pwr +6 (+1 eff.) Dmg.mod +9% physical ----- def ----- Defense +7 (+1 eff.) Phys.save +12 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +31 (+3 eff.) Max.HP +10.00 ---------- misc Light -8 Infravis +5 See.Stealth +18 See.Invis +18 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 of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 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. |
Barelathadan Barelathadan1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Mag +4 Con dps ---------- Mind.crit +7% Mind.pwr +8 (+1 eff.) Melee Ret 12 acid ----- def ----- Mind.save +17 (+2 eff.) Blind- +29% Confus- +19% ---------- misc Light +12 See.Stealth +27 See.Invis +39 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 66 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +0 Dex +0 Mag dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +0% blight +0% darkness Res.Cap +0% blight +0% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe 'Harilen' (dig speed 15 turns) iron pickaxe 'Harilen' (dig speed 15 turns)3.0 T1 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +5 Wil +2 Con dps ---------- Phys.crit +7.0% Mind.crit +9% Mind.pwr +8 (+1 eff.) Dmg.mod +12% mind +6% fire Phasing +10% Melee Ret 8 blight ----- def ----- Fatigue -5% Mind.save +16 (+2 eff.) ---------- misc Max.mana +80.00 Max.vim +10.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +5 (+0 eff.) Resists +6% physical 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 (1/1) 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. |
Achievements
By Bixbie the Dark Faerie Blackstaff level 48
73rd Dusk 122nd year of Ascendancy at 08:16 see stats
By Bixbie the Dark Faerie Blackstaff level 97
37th Haze 122nd year of Ascendancy at 05:47 see stats
By Bixbie the Dark Faerie Blackstaff level 70
19th Haze 122nd year of Ascendancy at 11:47 see stats
By Bixbie the Dark Faerie Blackstaff level 106
38th Haze 122nd year of Ascendancy at 04:46 see stats
By Bixbie the Dark Faerie Blackstaff level 69
19th Haze 122nd year of Ascendancy at 09:21 see stats
By Bixbie the Dark Faerie Blackstaff level 110
38th Haze 122nd year of Ascendancy at 15:28 see stats
By Bixbie the Dark Faerie Blackstaff level 44
41st Dusk 122nd year of Ascendancy at 17:47 see stats
By Bixbie the Dark Faerie Blackstaff level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Bixbie the Dark Faerie Blackstaff level 20
19th Dusk 122nd year of Ascendancy at 07:02 see stats
By Bixbie the Dark Faerie Blackstaff level 30
21st Dusk 122nd year of Ascendancy at 08:12 see stats
By Bixbie the Dark Faerie Blackstaff level 40
41st Dusk 122nd year of Ascendancy at 14:04 see stats
By Bixbie the Dark Faerie Blackstaff level 50
79th Dusk 122nd year of Ascendancy at 10:59 see stats
By Bixbie the Dark Faerie Blackstaff level 73
19th Haze 122nd year of Ascendancy at 20:55 see stats
By Bixbie the Dark Faerie Blackstaff level 19
10th Dusk 122nd year of Ascendancy at 20:41 see stats
By Bixbie the Dark Faerie Blackstaff level 34
32nd Dusk 122nd year of Ascendancy at 17:47 see stats
By Bixbie the Dark Faerie Blackstaff level 20
19th Dusk 122nd year of Ascendancy at 11:24 see stats
By Bixbie the Dark Faerie Blackstaff level 32
22nd Dusk 122nd year of Ascendancy at 04:13 see stats
By Bixbie the Dark Faerie Blackstaff level 14
2nd Mirth 122nd year of Ascendancy at 21:38 see stats
By Bixbie the Dark Faerie Blackstaff level 48
75th Dusk 122nd year of Ascendancy at 12:23 see stats
By Bixbie the Dark Faerie Blackstaff level 47
50th Dusk 122nd year of Ascendancy at 22:14 see stats
By Bixbie the Dark Faerie Blackstaff level 34
33rd Dusk 122nd year of Ascendancy at 09:44 see stats
Log
The unstable sand tunnel collapses!
Bixbie is no longer surging arcane power.
The unstable sand tunnel collapses!
Run in which direction?
You gain 4.41 gold from the transmogrification of regal cashmere cloak of fog (9 def, 0 armour).
You gain 4.44 gold from the transmogrification of inquisitor's steel longsword of purging (14.5-20.3 power, 3 apr).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Bixbie deactivates Augmentation.
Bixbie deactivates Shadow Feed.
Bixbie deactivates Corona.
Bixbie deactivates Defensive Posture.
Bixbie deactivates Living Lightning.
Bixbie deactivates Shock Hands.
Bixbie deactivates Fiery Hands.
Bixbie deactivates Feather Wind.
Bixbie deactivates Shield of Light.
Bixbie deactivates Arcane Combat.
Bixbie deactivates Shadow Combat.
Bixbie deactivates Mitosis.
Bixbie deactivates Thunderstorm.
The furious lightning storm around Bixbie calms down and disappears.
Bixbie deactivates Searing Sight.
Bixbie deactivates Arcane Feed.
Bixbie deactivates Inner Power.
Bixbie deactivates Beyond the Flesh.
Bixbie deactivates Blurred Mortality.