













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Resonably Generous Levels 1.6.7Is resonably generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (9 at level 2) and (6 at level 3 to 15) Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers of Rage 1.7.0Official 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 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.7.0Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Ignore Race/Class Locks 1.7.0Modifies 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: No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Forbidden Cults 1.7.0Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Doomelf |
Class | Harrier |
Level / Exp | 29 / 31% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 37 (base 32) |
Dexterity | 86 (base 60) |
Constitution | 79 (base 60) |
Magic | 52 (base 47) |
Willpower | 41 (base 32) |
Cunning | 89 (base 60) |
Resources
Life | 1017/1017 |
Mana | 373/373 |
Stamina | 226/226 |
Paradox | 100 |
Healing Factor | 1.5468020097747 |
Regeneration | 61.408122506065 |
Speed
Mental | +32.61390204908% |
Attack | 0% |
Movement | +25% |
Spell | +32.61390204908% |
Global | +119.5% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 14 |
See Stealth | 124.77485245065 |
See Invisible | 138.77485245065 |
Stealth | 89.798876105774 |
Offense: Barehand
Damage | 144 |
Accuracy | 89 |
Crit Chance | 78% |
APR | 69 |
Speed | 0.75 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 48% |
Speed | 0.75406875489562 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +12% |
Physical | +16% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +38% |
Physical | +46% |
Temporal | +38% |
Lightning | +40% |
Arcane | +30% |
Acid | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 29 (96.891403515894%) |
Defense | 109 |
Ranged Defense | 109 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 53 |
Mental Save | 63 |
Defense: Resistances
Acid | + 45%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 48%( 70%) |
All | + 31%( 70%) |
Lightning | + 35%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 34%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 54%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -489 life. The duration and life will increase by 1% for every 1% life you have lost (currently 489 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Harrying | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 4.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing blades | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Hail of blades | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lurk | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 4.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 3.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Juggling | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Race / Doomelf | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Stealth |
talent | Apply Poison |
talent | Contingency |
talent | Watch the Hands |
talent | Shadow Combat |
talent | Weighted Weapons |
talent | Numbing Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 19.6 and stamina regeneration by 4.9. Soothing Darkness |
beneficial effect | Has 12 throwing knives prepared: 12 KnivesRange: 8 Net Damage: 430 - 602 Accuracy: 104 (knife) APR: 64 Crit Chance: +108% Crit mult: 281% Uses Stats: 50% Cun, 70% Dex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 73. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of elder vampire blood. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed storm wyrm claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +12% fire Res.pen +10% acid +13% temporal +13% darkness ----- def ----- Armour +4 Fatigue +3% Resists +21% acid +12% temporal +21% darkness Def/telep +19 Res/telep +13% Dur/telep +14% ---------- misc See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 shot ammo [Rare] Nature Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 darkness +7 nature On Hit.r1 +12 darkness +4 acid On Hit: * 20% chance to slow global speed by 53% * 10% chance to reduce damage dealt by 22% Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +8 Dex dps ---------- Acc +7 (+2 eff.) Apr +14 Melee Ret 6 darkness 6 lightning ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Resists +6% lightning +3% physical +3% mind HP.reg +2.00 Disease- +20% Silence- +20% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +24 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical Res.pen +5% arcane ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue +4% Resists +5% arcane Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.44 cold and 15.57 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 22 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +10% physical Acc +20 (+4 eff.) Melee Ret 6 nature ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -60.00 life ---------- misc Infravis +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +16 (+3 eff.) Fatigue +8% Mind.save +12 (+3 eff.) Max.HP +31.00 HP.reg +9.50 Heal.mod +13% A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Str +2 Mag +3 Cun +4 Con dps ---------- Res.pen +15% lightning ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +4 Infravis +3 See.Stealth +12 See.Invis +20 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +8 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +17% temporal Def/telep +18 Res/telep +13% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 4 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +30 (+8 eff.) Dmg.mod +10% physical Res.pen +11% physical Acc +10 (+2 eff.) Apr +5 ----- def ----- Resists +2% physical ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -419 life. The duration and life will increase by 1% for every 1% life you have lost (currently 419 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 139 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (75% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% nature +6% cold Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +6% acid Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 13 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (160). 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. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +3% mind Mind.save +7 (+2 eff.) Confus- +29% Rings make your fingers look great! |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +22% Phys.pwr +9 (+3 eff.) Spell.pwr +26 (+6 eff.) Dmg.mod +25% fire Acc +5 (+1 eff.) ----- def ----- Resists +3% blight +6% temporal +12% cold Knockbk- +20% ---------- misc Vim/s.crit +2.00 Max.vim +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 temporal On Crit.r2 +4 fire +8 light +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light +20% temporal Melee Ret 2 temporal ----- def ----- Resists +9% fire Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature/Psionic Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness Against +14% Living While equipped: Stats +12 Con +10 Wil ----- def ----- Max.HP +37.00 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +47 lightning +30 cold While equipped: dps ---------- Mov.spd +42% Res.pen +16% lightning +12% cold Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Master/Psionic Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% physical Acc +20 (+4 eff.) Apr +12 Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +9% cold Res.pen +19% cold Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 fire +23 darkness Against +14% Living On Hit.r1 +16 darkness +16 cold On Crit.r2 +8 fire +16 cold On Hit: * 20% chance to reduce damage dealt by 22% While equipped: ----- def ----- Resists +12% darkness Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master/Psionic Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +16 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +43% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +9 Mag +21 Wil +10 Cun +17 Con ----- def ----- Max.HP +76.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Arcane/Nature Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +23 lightning +28 cold On Hit: 20% Curse of Death 4 While equipped: dps ---------- Mov.spd +31% Res.pen +19% lightning +12% cold Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 temporal While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Resists +7% temporal Disarm- +10% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +15 cold +20 mind On Crit.r2 +20 mind On Hit: * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 While equipped: dps ---------- Res.pen +5% blight +10% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 26 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 blight +9 light Against +5% Undead On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 28 * Create an explosion dealing 100 lightning damage (1/turn) While equipped: Stats +3 Str +3 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +10% lightning Res.pen +19% lightning ----- def ----- Resists +9% darkness Crit.dmg- 5.00% Disease- +21% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +16 cold On Crit.r2 +8 cold While equipped: Stats +6 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 11 mind 10 darkness Dmg.mod +6% cold +5% mind +6% darkness Res.pen +10% light +25% cold ---------- misc Light +3 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +4% all Phys.save +5 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning 4 physical 3 fire 5 acid 3 cold ----- def ----- Resists +4% lightning +4% physical +4% cold +4% fire +3% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 4 acid Dmg.mod +12% acid Res.pen +8% acid ----- def ----- Resists +11% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Str +9 Wil +8 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Max.HP +41.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo [Ego] Arcane Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +24% arcane +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Fatigue +8% Resists +5% arcane +13% physical ---------- misc Max.psi +40.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +8 Fatigue +8% Resists +17% lightning +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +7 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +13% darkness +16% mind +11% all Phys.save +14 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +30 (+8 eff.) Silence- +25% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 6% chance to slow global speed by 53% * 5 arcane resource burn ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% all Phys.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +7% Resists +13% physical +13% fire +17% cold A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +7% physical Phys.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +32.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% nature +12% blight D.Red.from +6% Unnatural Max.HP +52.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +15 Defense +12 (+2 eff.) Fatigue +12% Resists +11% light +13% darkness Mind.save +14 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +13 (+3 eff.) Fatigue +12% Mind.save +16 (+4 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Max.HP +67.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Melee Ret 4 lightning 10 physical ----- def ----- Resists +3% lightning Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +7% fire +7% cold Crit.dmg- 5.00% Blind- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +33% Summoned ----- def ----- D.Red.from +19% Summoned Mind.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Defense +9 (+2 eff.) Resists +2% physical +5% arcane +9% nature Phys.save +10 (+3 eff.) Blind- +10% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Phys.save +19 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 8 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Resists +7% lightning +5% temporal ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +26% Confus- +27% Stun/Frz- +29% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +26% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Melee+ 7 light Dmg.mod +6% light Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +10% light Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +9 Crit +3.0% Atk.spd 125% On Hit: 20% Searing Light 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +5% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 100% On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +10 Dex +3 Mag +9 Cun dps ---------- Dmg.mod +3% lightning Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Phys.save +7 (+2 eff.) HP.reg +8.00 ---------- misc Stam/turn +0.70 Max.stam +26.00 Cooldown Double Strike -1 Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +16 Apr +22 Crit +20.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Nightmare 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 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. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +6% cold A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 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 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 9 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 73.74 fire and 76.37 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 8 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 166.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 11 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Melee Ret 10 cold ----- def ----- Resists +6% darkness Blind- +36% Confus- +18% ---------- misc Equi/ret +0.08 Psi/ret +0.24 Light +7 See.Stealth +13 See.Invis +8 Track: Puts all charms on 15 cooldown Level 6.6 Pwr.cost 15 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 73 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% cold Phys.save +3 (+1 eff.) Die.at -20.00 life Blind- +10% Cut- +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 6 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% arcane Melee Ret 4 cold ----- def ----- Resists +5% arcane +21% cold Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex +2 Cun +4 Con Fire a magical bolt dealing 299 cold damage Puts all charms on 6 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 15% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Zamiara the Doomelf Harrier level 19
40th Haze 122nd year of Ascendancy at 03:26 see stats
By Zamiara the Doomelf Harrier level 21
51st Haze 122nd year of Ascendancy at 01:38 see stats
By Zamiara the Doomelf Harrier level 19
40th Haze 122nd year of Ascendancy at 13:11 see stats
By Zamiara the Doomelf Harrier level 6
77th Pyre 122nd year of Ascendancy at 02:02 see stats
By Zamiara the Doomelf Harrier level 25
56th Haze 122nd year of Ascendancy at 09:52 see stats
By Zamiara the Doomelf Harrier level 10
5th Dusk 122nd year of Ascendancy at 12:08 see stats
By Zamiara the Doomelf Harrier level 20
45th Haze 122nd year of Ascendancy at 11:16 see stats
By Zamiara the Doomelf Harrier level 27
72nd Haze 122nd year of Ascendancy at 17:56 see stats
By Zamiara the Doomelf Harrier level 23
54th Haze 122nd year of Ascendancy at 02:01 see stats
By Zamiara the Doomelf Harrier level 12
13rd Haze 122nd year of Ascendancy at 07:55 see stats
By Zamiara the Doomelf Harrier level 19
40th Haze 122nd year of Ascendancy at 03:25 see stats
By Zamiara the Doomelf Harrier level 10
10th Dusk 122nd year of Ascendancy at 19:53 see stats
By Zamiara the Doomelf Harrier level 10
10th Dusk 122nd year of Ascendancy at 20:04 see stats
By Zamiara the Doomelf Harrier level 20
46th Haze 122nd year of Ascendancy at 17:51 see stats
By Zamiara the Doomelf Harrier level 10
69th Dusk 122nd year of Ascendancy at 04:15 see stats
By Zamiara the Doomelf Harrier level 24
54th Haze 122nd year of Ascendancy at 13:40 see stats
By Zamiara the Doomelf Harrier level 16
15th Haze 122nd year of Ascendancy at 20:55 see stats
By Zamiara the Doomelf Harrier level 23
53rd Haze 122nd year of Ascendancy at 06:08 see stats
Log
You pickup 0.70 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.65 gold pieces.
You pickup 2.00 gold pieces.
Resting starts...
Zamiara slows down.
Talent Sickening Shnck is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Talent Stealth is ready to use.
Zamiara activates Stealth.
There is a next level here (press '' or right click to use).
Ran for 69 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 47 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Zamiara is affected by the glimmerstone!
There is a next level here (press '' or right click to use).
Ran for 47 turns (stop reason: at exit).
Zamiara deactivates Stealth.