











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archer |
| Level / Exp | 19 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Adolle the rattlesnake at level 12 on the 3rd Summertide 122nd year of Ascendancy at 00:37 1 / 4Killed by Lisuthra the cave bear at level 15 on the 6th Dusk 122nd year of Ascendancy at 11:14 Killed by 3-headed hydra at level 19 on the 21st Dusk 122nd year of Ascendancy at 03:24 Killed by 3-headed hydra at level 19 on the 21st Dusk 122nd year of Ascendancy at 05:13 |
Primary Stats
| Strength | 42 (base 35) |
| Dexterity | 50 (base 47) |
| Constitution | 14 (base 10) |
| Magic | 21 (base 12) |
| Willpower | 15 (base 10) |
| Cunning | 24 (base 12) |
Resources
| Life | 446/446 |
| Stamina | 166/166 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 28.599459836163 |
| See Invisible | 29.599459836163 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Arcane | +5% |
| Cold | +32% |
| All | 0% |
| Darkness | +13% |
| Light | +15% |
| Physical | +18% |
| Lightning | +6% |
| Fire | +7% |
| Mind | +16% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 12 (49.007671158813%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 31 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 24%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 21%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 21%( 70%) |
| Mind | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 55% |
| Disarm Resistance | 24% |
| Confusion Resistance | 25% |
| Knockback Resistance | 36% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 70 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. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Equipment
| On feet | Coalshine (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +25 (+6 eff.) Dmg.mod +3% darkness Res.pen +5% darkness ----- def ----- Armour +3 Fatigue -3% Resists +1% physical Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Shadowwilter (19/19, 20-29 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 19 Ranged+ +15 lightning +20 physical +12 arcane On Crit.r2 +14 lightning +8 arcane +8 darkness On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Aerevena'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% acid Res.pen +10% blight On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 Infravis +1 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Ce'Newyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Die.at -40.00 life ---------- misc Breathe water A cap made of leather. |
| Tool | Iviriara the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ----- def ----- Defense +20 (+7 eff.) Resists +9% temporal Max.HP +20.00 Stun/Frz- +20% Knockbk- +10% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Brenethel the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +4 Wil +4 Cun dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +10% darkness Apr +1 ----- def ----- Defense +5 (+2 eff.) Resists +20% darkness Max.HP +20.00 Disarm- +24% Pinning- +25% Knockbk- +26% Rings make your fingers look great! |
| On fingers | Umbraidol0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% mind +6% lightning Res.pen +5% darkness ----- def ----- Resists +10% mind +9% darkness Mind.save +8 (+4 eff.) Confus- +25% Rings make your fingers look great! |
| Around waist | rough leather belt 'Winterrip'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +3% cold Res.pen +20% cold ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
| In main hand | mighty ash longbow of cold4.0 T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
| On hands | Eilinoda the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +7.0% Spell.crit +10% Mind.crit +9% Crit.mult +7.00% Melee+ 10 physical Dmg.mod +5% physical +5% arcane +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Resists +6% mind +3% acid 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. |
| Main armor | woollen robe 'Ulelachak' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +10% physical +15% light +7% fire +11% cold Melee Ret 4 arcane 2 blight ----- def ----- Resists +13% acid +12% physical +22% light +10% cold +10% fire +9% all Spell.save +16 (+8 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Tidehack the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% fire Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Islita'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con ----- def ----- Resists +10% lightning Crit.dmg- 10.00% Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+6 eff.) Max.HP +60.00 Pinning- +10% Stun/Frz- +24% Amulets make your neck look great! |
Inventory
heroism infusion (die at -100; dur 6; cd 28)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 6 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 100 life, 6 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. |
movement infusion of the duelist (speed 586%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 546%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; magical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the titan (regen 794% over 10 turns; mana 40; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 794% for 10 turns (0 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 4; cd 16)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 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 107.23 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (214). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Baldil the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +11.00% Spell.pwr +9 (+4 eff.) Dmg.mod +9% arcane +15% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +3% blight ---------- misc Mana/turn +0.11 Vim/s.crit +2.00 Max.mana +35.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +13.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 59.63 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. |
lifebinding ash vilestaff of invocation (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+7 eff.) S.pwr/crit +6 Dmg.mod +15% darkness ----- def ----- HP.reg +0.50 Heal.mod +13% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 25.32 to 30.38 darkness damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of power (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) S.pwr/crit +4 Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of erosion (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +32% Massive two-handed battleaxes. |
steel battleaxe (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of massacre (40-61 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +14 (+5 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Siluwe' (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +9% darkness Spell.save +12 (+6 eff.) Heal.mod +5% Massive two-handed battleaxes. |
dwarven-steel battleaxe of rage (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +12 (+4 eff.) Massive two-handed battleaxes. |
arcing steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Massive two-handed mauls. |
manaburning steel greatmaul of massacre (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 14 arcane resource burn Massive two-handed mauls. |
steel greatmaul 'Hathamas' (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +19 acid +26 nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +24% acid +13% nature Acc +12 (+4 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Defense +7 (+2 eff.) Resists +12% acid +12% lightning +12% cold +12% fire +6% all Spell.save +9 (+5 eff.) Disarm- +39% Massive two-handed mauls. |
dwarven-steel greatmaul (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
truestriking steel greatsword of erosion (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Res.pen +9% physical Acc +10 (+4 eff.) Apr +10 Massive two-handed swords. |
warbringer's steel greatsword (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
flaming steel longsword of massacre (21-29 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
enhanced steel mace (17-24 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +5 Mag +3 Wil +3 Cun +5 Con Blunt and deadly. |
flaming steel waraxe (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
slime-covered dwarven-steel waraxe of projection (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Disrupt/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 45% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Mayiwyn (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +9 lightning +13 cold While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Mov.spd +21% Res.pen +8% lightning +11% cold Melee Ret 2 acid ----- def ----- Resists +9% cold Spell.save +3 (+2 eff.) Die.at -40.00 life Disarm- +10% Sharp, short and deadly. |
balanced steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
Radhadurak the Poxrock (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature On Hit: * 20% chance to slow global speed by 45% While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Crit.dmg- 10.00% ---------- misc Light +3 Sharp, short and deadly. |
dwarven-steel dagger of shearing (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +8 (+3 eff.) Apr +5 Sharp, short and deadly. |
harmonious vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature Res.pen +4% nature ----- def ----- Resists +2% nature Max.HP +10.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
Yvuba the thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 10% chance to reduce armor by 25% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +12% mind +9% darkness Res.pen +20% acid +8% mind +7% darkness ----- def ----- Resists +3% acid Mind.save +4 (+2 eff.) Heal.mod +15% Heal/summ +10 ---------- misc Max.hate +3.00 Max.psi +10.00 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. |
gifted thorny mindstar of balance (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 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. |
acidic steel steamsaw (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
slime-covered steel steamsaw of arcane resistance (+11%) (12-19 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * 6% chance to slow global speed by 45% Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ranger's elm longbow of cold4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
chilling pouch of steel shots of accuracy (19/19, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 19 Ranged+ +9 cold Shots are used with slings to pummel your foes to death. |
Emassra (19/19, 37-44 power, 3 apr)3.0 T3 shot ammo [Rare] Disrupt Power 37.0 - 44.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 On Crit.r2 +20 mind On Hit: * 9% chance to slow global speed by 45% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of paradox (24/24, 33-40 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +7 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
icy steel shield (0 def, 4 armour, 39.5 block)7.0 T2 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+ 5 cold Melee Ret 5 ice ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of mind resistance (+10%) (0 def, 6 armour, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 lightning Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven woollen robe of light (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +16% nature ----- def ----- Resists +11% all Poison- +23% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold A suit of armour made of leather. |
cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% cold A suit of armour made of leather. |
cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire A suit of armour made of leather. |
cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +12 (+6 eff.) A suit of armour made of leather. |
Obsidiannail (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 10 fire Dmg.mod +12% light Res.pen +20% darkness Melee Ret 10 acid 9 fire 2 darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% lightning +12% fire +3% light +28% acid A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% nature +11% blight A suit of armour made of mail. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.50 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.70 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
prismatic steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% light +11% darkness A suit of armour made of metal plates. |
prismatic steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +20% lightning +11% light +11% darkness A suit of armour made of metal plates. |
steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Phys.save +11 (+5 eff.) A suit of armour made of metal plates. |
Eclipsestar (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Acc +25 (+9 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +16 Fatigue +22% Resists +8% acid +8% cold ---------- misc Max.stam +20.00 Breathe water A suit of armour made of metal plates. |
Freezepower the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Melee+ 10 acid 17 fire Dmg.mod +6% acid +12% cold Res.pen +15% acid Melee Ret 11 acid 9 fire ----- def ----- Armour +11 Fatigue +22% Resists +20% acid +15% fire +7% arcane Spell.save +12 (+6 eff.) Mind.save +13 (+6 eff.) A suit of armour made of metal plates. |
hardened leather belt 'Betuletha'1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Acc +10 (+4 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +6% cold +3% fire Crit.dmg- 10.00% Phys.save +8 (+4 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
Rootcut the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Dmg.mod +9% arcane +15% nature Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +3% nature Spell.save +7 (+4 eff.) ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 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 17 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. |
Willowbliss the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mov.spd +10% Dmg.mod +6% mind Res.pen +20% nature ----- def ----- Armour +11 Fatigue -6% Resists +6% temporal Crit.dmg- 10.00% Max.HP +40.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turudin the Quenchstreak (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Resists +3% cold +1% physical Die.at -40.00 life Silence- +20% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% nature 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. |
cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +5% fire Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +6% fire 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. |
Belitar the Umbrawing (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +25% darkness +10% cold Acc +7 (+3 eff.) Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Fatigue +3% Resists +3% darkness +6% cold Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +22% 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. |
Cyrumita the Noonstrike (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +6% light +3% cold Res.pen +5% light ----- def ----- Defense +1 (+0 eff.) Resists +3% cold +6% mind +9% light ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
prismatic rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
prismatic rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% light +10% darkness A cap made of leather. |
10 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. |
5 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. |
10 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. |
10 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
182 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. |
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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Polarin the Sparkoblivion1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +9% light +12% arcane Res.pen +5% arcane Melee Ret 4 lightning ----- def ----- Resists +15% acid +6% lightning +5% arcane +7% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 88.66 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Darkmoon the iron torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Crit.dmg- 10.00% Mind.save +6 (+3 eff.) Heal.mod +5% Silence- +20% Stun/Frz- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Puts all charms on 13 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
overpowered elm wand of conjuration [power 150] (18 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 159 lightning damage Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 248] (17 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Archermans the Higher Archer level 10
9th Mirth 122nd year of Ascendancy at 10:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Archermans the Higher Archer level 15
6th Dusk 122nd year of Ascendancy at 11:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Archermans the Higher Archer level 18
18th Dusk 122nd year of Ascendancy at 07:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Archermans the Higher Archer level 15
6th Dusk 122nd year of Ascendancy at 05:19 see stats
Log
The shield around Archermans crumbles.
Poison from Nerebeth the maulotaur hits Archermans for (8 absorbed), 3 nature (3 total damage).
3-headed hydra breathes poison!
3-headed hydra hits Archermans for 34 nature damage.
Nerebeth the maulotaur's poison area effect hits Archermans for 9 nature damage.
Poison from Nerebeth the maulotaur hits Archermans for 49 nature damage.
Archermans uses Infusion: Regeneration.
Archermans starts regenerating health quickly.
Archermans slows down.
3-headed hydra breathes lightning!
Archermans reacts to damage from 3-headed hydra, mitigating the blow!.
3-headed hydra hits Archermans for (48 reacted , -5 stam), 109 lightning (109 total damage).
Poison from Nerebeth the maulotaur hits Archermans for 68 nature damage.
Poison from Nerebeth the maulotaur hits Archermans for 68 nature damage.
Poison from Nerebeth the maulotaur hits Archermans for 68 nature damage.
3-headed hydra breathes acid!
Archermans reacts to damage from 3-headed hydra, mitigating the blow!.
3-headed hydra hits Archermans for (66 reacted , -5 stam), 155 acid (155 total damage).
Archermans the level 19 higher archer was corroded to death by a 3-headed hydra on level 1 of The Maze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
3-headed hydra killed Archermans!
Saving game...
























































































































