











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 30 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Marev at level 27 on the 37th Profit 122nd year of Ascendancy at 03:21 4 / 2Killed by Greater Mummy Lord at level 29 on the 44th Profit 122nd year of Ascendancy at 03:26 |
Primary Stats
| Strength | 56 (base 35) |
| Dexterity | 11 (base 10) |
| Constitution | 52 (base 42) |
| Magic | 74 (base 60) |
| Willpower | 27 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | 930/930 |
| Insanity | 27/100 |
| Healing Factor | 1.3893292187649 |
| Regeneration | 0.34733230469123 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 26.963832591226 |
| See Invisible | 26.963832591226 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 54 |
| Crit Chance | 35% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Darkness | +30% |
| Blight | +23% |
| Physical | +15% |
| Cold | +60% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 26 |
| Physical Save | 47 |
| Spell Save | 41 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 67%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 50%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 0% |
| Confusion Resistance | 41% |
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 357 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: Random Artifact: Summertide Phial | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (134)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (128)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 28): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Tarraroddandil (0 def, 6 armour, 81 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 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 | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Glilrakira the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Con ----- def ----- Resists +9% light +12% fire Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| Around waist | Unredur the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +3 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +3% temporal +1% physical Phys.save +5 (+2 eff.) A belt that goes around your waist. |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +31.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +50.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| On hands | Dagilin (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 8 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +15% fire +5% arcane +3% acid ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Blindstun the drakeskin leather armour (20 def, 23 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 8 fire Ranged+ 8 fire Dmg.mod +12% darkness ----- def ----- Armour +23 Defense +20 (+8 eff.) Fatigue +8% Resists +24% acid +23% physical +6% darkness +19% fire +15% cold ---------- misc Max.psi +30.00 Breathe water A suit of armour made of leather. |
| Cloak | Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+6 eff.) Resists +25% cold -15% fire +8% all ---------- misc Masteries +0.30 Spell/Ice floes Release a radius 4 chilling blast, instantly dealing 475.20 cold damage and condensing the air into freezing vapors that deal 158.40 cold damage (based on Magic) each turn for 10 turns. Uses 25 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Around neck | savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
Inventory
Pendant of the Deep Pendant of the Deep0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold ---------- misc Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (153). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Gysetha'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.crit +8% Spell.pwr +20 (+6 eff.) Melee Ret 4 arcane ----- def ----- Resists +22% light +19% darkness Spell.save +3 (+1 eff.) Blind- +29% Amulets make your neck look great! |
Porerin the Glowhue0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 Res.pen +5% blight +20% arcane ----- def ----- Resists +12% light Mind.save +9 (+3 eff.) Confus- +27% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Rings make your fingers look great! |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) Rings make your fingers look great! |
potent yew magestaff of might (24-29 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +13 (+4 eff.) Dmg.mod +24% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Flarequeen' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Phys.crit +9.0% Spell.crit +11% Crit.mult +20.00% Spell.pwr +23 (+7 eff.) Melee+ 19 arcane 23 fire Dmg.mod +6% blight +20% fire Res.pen +10% arcane Phasing +10% ----- def ----- Resists +3% fire ---------- misc Max.mana +105.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Blazenigh' (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +6 Wil +2 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light Res.pen +10% light ----- def ----- Defense +9 (+4 eff.) Resists +6% light Crit.chn- 15.00% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
caustic dwarven-steel battleaxe of evisceration (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +21 acid +17 nature On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Res.pen +13% acid +7% nature Apr +10 Massive two-handed battleaxes. |
enhanced dwarven-steel greatsword of rage (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Str +7 Dex +6 Mag +6 Wil +6 Cun +9 Con dps ---------- Dmg.mod +7% physical Acc +19 (+6 eff.) Massive two-handed swords. |
truestriking dwarven-steel greatsword of paradox (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Res.pen +7% physical Acc +14 (+4 eff.) Apr +10 ----- def ----- Resists +16% temporal Massive two-handed swords. |
enhanced deep-steel trident (28-44 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +9 Mag +9 Wil +6 Cun +7 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming deep-steel trident (28-46 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit.r1 +14 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 50 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 298.77. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (41-66 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
truestriking dwarven-steel longsword of evisceration (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Res.pen +8% physical Acc +10 (+3 eff.) Apr +7 Sharp, long, and deadly. |
dwarven-steel mace of rage (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) Blunt and deadly. |
truestriking stralite mace of shearing (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +6% all Acc +15 (+5 eff.) Apr +16 Blunt and deadly. |
thought-forged stralite waraxe of phasing (32-45 power, 16 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Psionic Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +6.5% Atk.spd 100% Phasing +14% Melee+ +13 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +6 Cun +1 Wil One-handed war axes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cuthysta the thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Str dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +12% mind Spell.save +9 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +10% Confus- +20% ---------- misc Max.psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Focus Whip (19-21 power, 7 apr)3.0 T3 whip 1H weapon Reqs Dex 15 [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
strafer's dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% fire Acc +7 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
arcing quiver of yew arrows of accuracy (21/21, 32-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +2.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Arrows are used with bows to pierce your foes to death. |
Belemina the pouch of dwarven-steel shots (21/21, 51-61 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Arcane Power 51.0 - 61.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Proj.spd +200% Ranged+ +7 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
thought-forged pouch of dwarven-steel shots of daylight (22/22, 28-34 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Psionic Power 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Rld cld 6 Ranged+ +16 mind +8 light Against +14% Undead On Hit: * 14% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
Tarraroddandil (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% blight Res.pen +5% blight On shield block: * Deals 102 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Armour +6 Fatigue +8% Resists +21% acid +13% cold +15% physical +3% blight Shield.near.proj +10 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of purity (0 def, 6 armour, 73 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +14% nature +13% blight ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
ancient cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +17% temporal +11% physical +8% all Res.pen +7% temporal +8% physical ----- def ----- Resists +11% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.9 Pwr.cost 13 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
duelist's hardened leather armour (13 def, 10 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% light +13% darkness A suit of armour made of leather. |
cleansing reinforced leather armour of command (19 def, 12 armour)9.0 T4 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +12 Defense +19 (+8 eff.) Fatigue +8% Resists +14% nature +12% blight Mind.save +10 (+4 eff.) A suit of armour made of leather. |
Salovena the Lightbolt (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +5% light On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce armor by 36% ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +9% blight +3% cold +3% darkness +3% acid A suit of armour made of mail. |
cleansing dwarven-steel mail armour of the deep (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +8% cold +12% nature +12% blight ---------- misc Breathe water A suit of armour made of mail. |
cleansing dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold +13% nature +12% blight ---------- misc Breathe water A suit of armour made of mail. |
dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% darkness +5% physical ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% acid +13% light +13% darkness A suit of armour made of mail. |
Layedabeth the Vipersaw (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +11 Fatigue +22% Resists +30% cold +18% fire +3% nature +6% darkness A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +51.00 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Bokoyahell the Flashqueller (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Spell.crit +2% Dmg.mod +12% fire Acc +3 (+1 eff.) Apr +6 ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +19% cold Spell.save +9 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salirin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +5 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 acid 8 arcane Dmg.mod +5% acid +5% arcane +12% blight Res.pen +10% blight +15% acid Melee Ret 2 blight ----- def ----- Armour +2 Resists +6% acid +5% arcane +3% blight Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +2 Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of the juggernaut (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Phys.save +22 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +9 (+3 eff.) Max.HP +54.00 Disarm- +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2025 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2025/2025 A set of 2025 tiny explosive spheres. |
224 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
nightwalker's brass lantern of focus2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) Dmg.mod +6% mind ---------- misc Light +3 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. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 58 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Zanugorn the Murksaw [power 16] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +9% darkness Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Faladir [power 11] (13 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +3% blight +1% physical +3% temporal Heal.mod +5% Pinning- +20% Reveal the area around you, dispelling darkness (radius 11, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Marev the Drem Writhing One level 9
30th Voratun 122nd year of Ascendancy at 23:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Marev the Drem Writhing One level 28
40th Profit 122nd year of Ascendancy at 18:42 see stats
Exterminator
Killed 1000 creatures.By Marev the Drem Writhing One level 22
24th Profit 122nd year of Ascendancy at 23:14 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Marev the Drem Writhing One level 14
5th Profit 122nd year of Ascendancy at 08:03 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Marev the Drem Writhing One level 22
24th Profit 122nd year of Ascendancy at 22:38 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Marev the Drem Writhing One level 27
37th Profit 122nd year of Ascendancy at 04:55 see stats
Level 10
Got a character to level 10.By Marev the Drem Writhing One level 10
31st Voratun 122nd year of Ascendancy at 11:25 see stats
Level 20
Got a character to level 20.By Marev the Drem Writhing One level 20
17th Profit 122nd year of Ascendancy at 23:15 see stats
Level 30
Got a character to level 30.By Marev the Drem Writhing One level 30
2nd Wealth 122nd year of Ascendancy at 06:48 see stats
Size matters
Did over 600 damage in one attack.By Marev the Drem Writhing One level 17
15th Profit 122nd year of Ascendancy at 06:15 see stats
The Rat Lich
Killed the terrible Rat Lich.By Marev the Drem Writhing One level 7
25th Voratun 122nd year of Ascendancy at 11:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Marev the Drem Writhing One level 29
44th Profit 122nd year of Ascendancy at 11:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Marev the Drem Writhing One level 19
17th Profit 122nd year of Ascendancy at 22:06 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Decrepitude Disease from Aerariamina the elven cultist hits Marev for 30 blight damage.
Rotting Disease from Aerariamina the elven cultist hits Marev for 22 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Decrepitude Disease from Aerariamina the elven cultist hits Marev for 30 blight damage.
Rotting Disease from Aerariamina the elven cultist hits Marev for 22 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Lash Out is ready to use.
Decrepitude Disease from Aerariamina the elven cultist hits Marev for 30 blight damage.
Rotting Disease from Aerariamina the elven cultist hits Marev for 22 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Marev is free from the rotting disease.
Decrepitude Disease from Aerariamina the elven cultist hits Marev for 30 blight damage.
Resting starts...
Marev is free from the decrepitude disease.
Talent Constrict is ready to use.
Marev regains balance.
Talent Tendrils Eruption is ready to use.
Talent Draconic Body is ready to use.
Talent Frenzy is ready to use.
Rested for 104 turns (stop reason: all resources and life at maximum).

























































































































