










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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:
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:
Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Better Item Description 1.7.0This 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 Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Shining One |
| Level / Exp | 21 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Ivekira the bandit lord at level 19 on the 66th Dusk 122nd year of Ascendancy at 06:02 / 2Killed by Lisarithra the drem at level 21 on the 21st Haze 122nd year of Ascendancy at 00:45 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 70 (base 50) |
| Willpower | 23 (base 10) |
| Cunning | 52 (base 44) |
Resources
| Life | -167/186 |
| Positive | 42/110 |
| Insanity | 7/100 |
| Healing Factor | 1.2099022211822 |
| Regeneration | 0.30247555529554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 22 |
| Crit Chance | 29% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Arcane | +10% |
| Cold | +15% |
| All | 0% |
| Light | +40% |
| Temporal | +5% |
| Physical | +16% |
| Mind | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Cold | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 28 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 41%( 70%) |
| All | + 13%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 20%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Willpower 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 78 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Inner Power | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Celestial / Incinerator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Core Gate | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Prism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Mantras | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of hardened leather boots (0 def, 4 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Samoyagrim the Balancestake (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +12% nature Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% cold +6% temporal ---------- misc Breathe water A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Vargh Redemption0.1 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 5.04 cold and 5.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | wizard's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Icegasher the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Wil dps ---------- Res.pen +5% cold Against +15% Summoned ----- def ----- Crit.dmg- 5.00% D.Red.from +18% Summoned A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Xerylrana' (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +5% Spell.pwr +24 (+7 eff.) Dmg.mod +30% light +12% physical ----- def ----- Armour +11 Defense +7 (+3 eff.) Resists +2% physical ---------- misc Mana/turn +0.37 Max.mana +66.00 Wards +2 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Erelolin the hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +5 Con dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 10 temporal 8 physical Ranged+ 7 temporal Dmg.mod +4% physical +5% temporal Acc +12 (+6 eff.) ----- def ----- Armour +7 Resists +9% temporal Die.at -20.00 life 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 | Hailimmortal (3 def, 3 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +14% blight +10% mind Res.pen +10% physical +5% cold Melee Ret 6 cold ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +14% blight +10% mind +9% all Phys.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the psychic (heal 102; cd 15)0.1 infusion scroll [Ego] 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 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 115; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 115 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. |
wild infusion (res 15%; mental; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
copper ring 'Neruma'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 6 mind ----- def ----- Resists +5% blight +3% acid +6% nature +3% light Poison- +11% Disease- +11% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Crystalline Elm magestaff (12-15 power, 2 apr, light element)5.0 T1 staff 2H weapon [Unique] Arcane A part of set. Power 12.5 - 15.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +1% Phys.pwr +12 (+9 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +8% arcane +12% light ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Lisukira the elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +15% arcane +10% fire Res.pen +15% blight Phasing +30% ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Snowbolt (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +3% cold +10% darkness +9% mind ----- def ----- Resists +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Noonpeal' (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +19% light On Hit (Melee): * 10% chance to reduce damage dealt by 16% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of fate (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Scaldsaw' (10-12 power, 2 apr, fire element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Phys.pwr +6 (+6 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +25% fire Res.pen +20% fire Acc +6 (+3 eff.) ----- def ----- Resists +5% arcane +3% light Mind.save +6 (+3 eff.) Disease- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff of illumination (13-16 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +13% physical ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 62.30 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. |
Kindlewedge the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+6 eff.) S.pwr/crit +7 Dmg.mod +6% fire +20% darkness +6% light Res.pen +15% fire ----- def ----- Armour +4 Hardiness +4% Phys.save +5 (+3 eff.) ---------- misc Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone starstaff of illumination (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% light ----- def ----- Armour +5 Hardiness +4% Defense +8 (+4 eff.) Phys.save +4 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 62.30 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. |
balanced stralite battleaxe (45-68 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Dex 35 [Ego] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
steel greatsword 'Murkpython' (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 16% * Create an explosion dealing 90 cold damage (1/turn) While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +6% blight +14% cold +12% darkness Res.pen +14% cold Massive two-handed swords. |
acidic steel waraxe of erosion (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 One-handed war axes. |
steel waraxe of erosion (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature One-handed war axes. |
truestriking steel waraxe of vileness (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 26 While equipped: dps ---------- Res.pen +5% physical Acc +6 (+3 eff.) Apr +7 One-handed war axes. |
steel dagger of evisceration (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 30 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+7 eff.) Sharp, short and deadly. |
dwarven-steel dagger of torment (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
Relgygrim (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +15% mind +3% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal ---------- 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. |
mossy mindstar 'Douroracle' (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Mind.crit +1% Mind.pwr +22 (+11 eff.) All.spd +2% Melee+ 7 fire Dmg.mod +5% fire Res.pen +20% darkness +5% fire ----- def ----- Resists +7% fire Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.08 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. |
truestriking steel steamsaw of purity (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +5 (+3 eff.) Apr +8 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% nature +13% blight ---------- 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! |
arcing dwarven-steel steamsaw of reflection (18-27 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Dex 24 Steam Pool [Ego] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light +10% darkness ---------- misc Talents +2 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! |
Yville4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +100% On Crit.r2 +15 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Crit.mult +15.00% All.spd +3% Res.pen +7% fire Acc +10 (+5 eff.) ----- def ----- Armour +2 Slings are used to hurl stones or metal shots at your foes. |
Ce'Noriatta the Helltickler (15/15, 21-29 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +12 arcane +8 fire On Hit.r1 +4 arcane +12 fire On Crit.r2 +12 arcane +16 fire On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Arrows are used with bows to pierce your foes to death. |
Bodralen the Treevengeance (17/17, 24-29 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 24.0 - 28.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +4 nature On Hit.r1 +12 nature +12 darkness On Crit.r2 +20 temporal Shots are used with slings to pummel your foes to death. |
pouch of steel shots of daylight (17/17, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +6 light Against +8% Undead Shots are used with slings to pummel your foes to death. |
reinforced steel shield of mind resistance (+10%) (0 def, 6 armour, 64 block)7.0 T2 shield armor [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling steel shield of resistance (0 def, 4 armour, 41.5 block)7.0 T2 shield armor [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +11% physical +6% fire +7% lightning +7% cold Shield.near.proj +20 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
Zubemira (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight +10% darkness +6% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +5% arcane +15% darkness +7% all ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of light (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +11% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +13 (+7 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Kheletar the iron mail armour (2 def, 8 armour)14.0 T1 heavy armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +12% lightning +29% fire Silence- +20% Stun/Frz- +20% A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Dex 20 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Dex 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire HP.reg +2.20 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Dex 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Dex 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Dex 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeryta the Coalpassion (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% darkness +25% nature Melee Ret 8 darkness On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +1 Resists +6% light +6% darkness Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of iron boots 'Woeclash' (0 def, 7 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Res.pen +20% fire +15% mind +10% darkness ----- def ----- Armour +7 Fatigue +2% Resists +6% acid +6% fire +6% lightning +6% cold 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 of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves of the starseeker (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +1 Cun +1 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal +5% light +6% darkness Disease- +15% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 26.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. It was changed by the digestive sack. |
restful hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +19.00 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 28.82 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+6 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 eff.) 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. |
linen wizard hat of the mountain (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +10% physical A pointy cloth hat, very wizardly... |
Zanerach the Glacierbrace (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% acid +12% cold Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Eclipsehue' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Cun +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness ---------- misc Infravis +3 A cap made of leather. |
rough leather cap 'Eilinynne' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +5 Mag dps ---------- Dmg.mod +30% mind ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
5 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. |
9 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. |
6 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. |
8 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. |
6 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
100 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Layama the Lavaglory (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 6 fire ----- def ----- Fatigue -5% Die.at -20.00 life HP.reg +4.00 Poison- +20% Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Flashrigor' [power 51] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +12% fire Res.pen +10% physical Acc +30 (+15 eff.) Apr +2 ----- def ----- Die.at -40.00 life Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Shadeslice the yew totem of stinging [power 242] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% darkness ---------- misc Max.hate +6.00 Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kemonor the Shalore Shining One level 10
10th Mirth 122nd year of Ascendancy at 10:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kemonor the Shalore Shining One level 10
10th Mirth 122nd year of Ascendancy at 10:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kemonor the Shalore Shining One level 20
13rd Haze 122nd year of Ascendancy at 07:23 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kemonor the Shalore Shining One level 19
66th Dusk 122nd year of Ascendancy at 23:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kemonor the Shalore Shining One level 9
3rd Mirth 122nd year of Ascendancy at 22:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kemonor the Shalore Shining One level 15
18th Dusk 122nd year of Ascendancy at 09:04 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Kemonor the Shalore Shining One level 19
66th Dusk 122nd year of Ascendancy at 06:02 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Kemonor casts Supernova Shell.
A shield forms around Kemonor.
Kemonor's Reflection shares damage with her reflections!
Lisarithra the drem's aether beam hits Kemonor's Reflection for (3 shared), 3 arcane (3 total damage).
Lisarithra the drem's aether beam hits Kemonor for (3 absorbed) damage.
Lisarithra the drem casts Lightning.
Kemonor's Reflection shares damage with her reflections!
Lisarithra the drem hits Kemonor's Reflection for (70 shared), 70 lightning (70 total damage).
Lisarithra the drem hits Kemonor for (70 absorbed) damage.
Your shield crumbles under the damage!
The shield around Kemonor crumbles.
Kemonor resists!
Lisarithra the drem killed Kemonor's Reflection!
Lisarithra the drem's aether beam hits Kemonor for (34 absorbed), 21 arcane (21 total damage).
Kemonor resists!
Lisarithra the drem's aether beam hits Kemonor for 55 arcane damage.
Kemonor resists!
Lisarithra the drem's aether beam hits Kemonor for 55 arcane damage.
Kemonor HEALS from light damage!
Kemonor's Reflection's light area effect hits Kemonor for 3 light, 3 healing (3 total damage) [3 healing].
Kemonor's weakening light area effect hits Lisarithra the drem for 34 light damage.
Kemonor's weakening light area effect hits Kemonor for 0 light, 6 healing (0 total damage) [6 healing].
Kemonor's light area effect hits Kemonor for 3 light, 2 healing (3 total damage) [2 healing].
Aether Breach from Lisarithra the drem hits Kemonor for 86 arcane damage.
Sunburn from Kemonor's Reflection hits Lisarithra the drem for (15 ignored), 0 fire (0 total damage).
Kemonor the level 21 shalore shining one was mana-torn to death by Lisarithra the drem on level 1 of The Maze.


























































































