










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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 26 / 93% |
Size | medium |
Lifes / Deaths | Killed by ultimate telugoroth at level 23 on the 35th Pyre 123rd year of Ascendancy at 14:57 / 2Killed by Glabeth the brown bear at level 26 on the 58th Pyre 123rd year of Ascendancy at 21:45 |
Primary Stats
Strength | 67 (base 53) |
Dexterity | 27 (base 12) |
Constitution | 46 (base 38) |
Magic | 15 (base 10) |
Willpower | 53 (base 24) |
Cunning | 11 (base 10) |
Resources
Life | -27/1062 |
Stamina | 252/282 |
Vim | 0/200 |
Healing Factor | 1.3567804250993 |
Regeneration | 8.5036850510856 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 24.805239081272 |
See Invisible | 33.805239081272 |
Offense: Mainhand
Damage | 90 |
Accuracy | 43 |
Crit Chance | 19% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +25% |
Mind | +16% |
Arcane | +20% |
Cold | +34% |
All | +4% |
Offense: Damage Penetration
Physical | +5% |
Light | +15% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 56.883307766991 (86.151787968034%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 22 |
Physical Save | 44 |
Spell Save | 49 |
Mental Save | 43 |
Defense: Resistances
Physical | + 15%( 70%) |
Nature | + 18%( 70%) |
Fire | + 19%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 19%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 26% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Pinning Resistance | 25% |
Poison Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 92 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Wolfmire. Escort: injured seer (level 3 of Wolfmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Infested Ruins. Escort: lost warrior (level 2 of Infested Ruins)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 65. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Armour +10 Fatigue +4% Resists +9% nature Spell.save +12 (+4 eff.) Confus- +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Mind.save +6 (+2 eff.) Die.at -20.00 life Max.HP +81.00 Heal.mod +10% ---------- 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +10 Wil +1 Con dps ---------- Res.pen +5% mind Melee Ret 4 mind ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +10% cold Phys.save +10 (+4 eff.) Mind.save +24 (+8 eff.) ---------- misc Psi/ret +0.04 Light +2 Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +7 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +9 Hardiness +5% Fatigue +3% Resists +6% physical 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. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +25.00 Disarm- +26% Pinning- +25% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% arcane Acc +4 (+1 eff.) ----- def ----- Resists +11% arcane Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 49.5 - 69.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 darkness +8 cold While equipped: dps ---------- Dmg.mod +30% cold +21% light +6% darkness One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 70.5 - 84.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +5.0% Block +246 Phasing +10% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +8 (+3 eff.) Res.pen +15% light +5% physical ----- def ----- Armour +10 Fatigue +8% ---------- misc Stam/turn +3.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +3 Mag +2 Wil dps ---------- Dmg.mod +12% mind Melee Ret 6 mind ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% HP.reg +2.60 ---------- misc Stam/turn +1.30 See.Invis +9 A suit of armour made of mail. |
Inventory
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 376.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +3% acid Apr +1 ----- def ----- Armour +4 Resists +9% acid Phys.save +6 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+10 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Apr +8 Melee Ret 4 darkness ----- def ----- Defense +20 (+13 eff.) Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +28% Knockbk- +23% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +5 Dex +5 Mag +12 Wil +5 Cun +5 Con Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 50.0 - 75.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +18% acid +3% nature +6% blight HP.reg +4.00 Blind- +20% Teleport- +10% Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 longsword 1H weapon [Rare] Nature Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 nature On Crit.r2 +38 lightning +42 cold +4 nature While equipped: dps ---------- Mov.spd +41% Res.pen +17% lightning +18% cold Apr +6 Melee Ret 10 physical ----- def ----- Resists +6% light ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +8 Str ----- def ----- Resists +6% nature +3% physical Disease- +10% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% acid +3% physical Crit.chn- 15.00% Knockbk- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Res.pen +6% physical Acc +10 (+3 eff.) Apr +6 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind +10 cold On Crit.r2 +16 mind While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% darkness ---------- misc Psi/ret +0.04 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Con +8 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Max.HP +23.00 Disarm- +20% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 mind Against +18% Unnatural On Hit.r1 +16 nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% nature +21% mind Res.pen +15% mind On Hit (Melee): * 20% chance to slow global speed by 57% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +42 Crit +8.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Mind.crit +5% Phys.pwr +10 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +13% nature ----- def ----- Resists +7% blight +6% fire +20% darkness Disease- +19% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+8 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 22.0 - 30.8 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+7 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Crit.r2 +12 light On Hit: * 10 arcane resource burn * 10% chance to slow global speed by 57% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +6 Fatigue +8% Resists +22% lightning +9% darkness +6% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +205 On Hit.r1 +15 fire While equipped: Stats +4 Dex +2 Mag +2 Wil +5 Con dps ---------- Melee+ 9 fire Melee Ret 12 fire ----- def ----- Armour +13 Fatigue +8% Phys.save +9 (+3 eff.) Max.HP +49.00 ---------- misc See.Invis +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +215 Melee+ +12 light +12 cold While equipped: Stats +9 Dex dps ---------- Dmg.mod +12% cold ----- def ----- Armour +10 Fatigue +8% Resists +24% lightning +12% cold ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 68.5 - 82.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +232 While equipped: Stats +4 Cun ----- def ----- Armour +14 Defense +20 (+13 eff.) Fatigue +8% Resists +12% mind +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 50.60 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +15% mind ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +16% cold ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex ----- def ----- Armour +1 Stealth +6 ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+4 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +2 Cun +1 Con dps ---------- Res.pen +10% nature Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Wil +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +20 (+6 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Resists +3% physical Mind.save +6 (+2 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +7 Resists +6% blight Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +42.00 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. |
![]() 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.crit +5% Dmg.mod +20% acid +3% mind On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Defense +3 (+3 eff.) Resists +30% acid +6% cold +5% arcane Spell.save +9 (+3 eff.) ---------- misc Max.psi +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+7 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 219.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid +9% cold On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +6% acid Phys.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Heal.mod +15% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 343.20 fire damage (based on Magic). Uses 50 power out of 69/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 358/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 120 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 432 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 57% * 10% chance to gain 10% of a turn (3/turn limit) Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 35. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By draugr jarl the Skeleton Bulwark level 17
39th Regrowth 123rd year of Ascendancy at 10:09 see stats
By draugr jarl the Skeleton Bulwark level 23
10th Pyre 123rd year of Ascendancy at 00:43 see stats
By draugr jarl the Skeleton Bulwark level 26
50th Pyre 123rd year of Ascendancy at 09:38 see stats
By draugr jarl the Skeleton Bulwark level 13
34th Haze 122nd year of Ascendancy at 20:53 see stats
By draugr jarl the Skeleton Bulwark level 16
21st Regrowth 123rd year of Ascendancy at 18:15 see stats
By draugr jarl the Skeleton Bulwark level 19
43rd Regrowth 123rd year of Ascendancy at 02:42 see stats
By draugr jarl the Skeleton Bulwark level 22
61st Regrowth 123rd year of Ascendancy at 09:45 see stats
By draugr jarl the Skeleton Bulwark level 10
39th Dusk 122nd year of Ascendancy at 08:50 see stats
By draugr jarl the Skeleton Bulwark level 20
53rd Regrowth 123rd year of Ascendancy at 11:03 see stats
By draugr jarl the Skeleton Bulwark level 12
7th Haze 122nd year of Ascendancy at 11:02 see stats
By draugr jarl the Skeleton Bulwark level 11
40th Dusk 122nd year of Ascendancy at 10:13 see stats
By draugr jarl the Skeleton Bulwark level 17
36th Regrowth 123rd year of Ascendancy at 13:37 see stats
By draugr jarl the Skeleton Bulwark level 16
13rd Regrowth 123rd year of Ascendancy at 03:38 see stats
By draugr jarl the Skeleton Bulwark level 23
35th Pyre 123rd year of Ascendancy at 14:57 see stats
Log
Melee retaliation hits Glabeth the brown bear for 8 mind damage.
Glabeth the brown bear hits draugr jarl for 80 physical, 7 light, 0 arcane, 21 lightning (108 total damage).
Glabeth the brown bear is recovering from the damage!
Melee retaliation hits draugr jarl for 4 lightning damage.
draugr jarl hits Glabeth the brown bear for 33 physical, 7 darkness, 8 cold, 4 mind (52 total damage).
draugr jarl misses Glabeth the brown bear.
Glabeth the brown bear uses Shield Pummel.
Draugr jarl is stunned!
Melee retaliation hits Glabeth the brown bear for 8 mind, 4 mind (11 total damage).
Glabeth the brown bear hits draugr jarl for 10 physical, 39 lightning, 12 physical, 39 lightning (100 total damage).
draugr jarl misses Glabeth the brown bear.
Glabeth the brown bear performs a melee critical strike against draugr jarl!
Melee retaliation hits Glabeth the brown bear for 3 mind damage.
Glabeth the brown bear hits draugr jarl for 66 physical, 8 light, 0 arcane, 22 lightning (96 total damage).
Talent Repulsion is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Shield Slam is ready to use.
Melee retaliation hits draugr jarl for 4 lightning damage.
draugr jarl hits Glabeth the brown bear for 18 physical, 4 darkness, 4 cold, 2 mind (27 total damage).
Glabeth the brown bear uses Block.
Melee retaliation hits draugr jarl for 4 lightning damage.
draugr jarl hits Glabeth the brown bear for (27 blocked), 0 physical, (4 blocked), 0 darkness, (4 blocked), 0 cold, 2 mind (2 total damage).
Glabeth the brown bear uses Stun.
Melee retaliation hits Glabeth the brown bear for 4 mind damage.
Glabeth the brown bear hits draugr jarl for 52 physical, 8 light, 0 arcane, 22 lightning (82 total damage).
draugr jarl the level 26 skeleton bulwark was bolted to death by Glabeth the brown bear on level 3 of Bearscape.