










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 32 / 63% |
Size | medium |
Lifes / Deaths | Killed by Adyna the dire wolf at level 6 on the 49th Dusk 122nd year of Ascendancy at 12:12 0 / 7Killed by Mayorin the king cobra at level 15 on the 14th Haze 122nd year of Ascendancy at 19:24 Killed by Zubiyara the ghoul at level 16 on the 15th Haze 122nd year of Ascendancy at 09:34 Killed by Glorubeth the midge swarm at level 21 on the 74th Haze 122nd year of Ascendancy at 22:52 Killed by Emyyaba the large white snake at level 23 on the 78th Haze 122nd year of Ascendancy at 03:57 Killed by Eladatta the corrupted dendritic hemospinner at level 32 on the 52nd Regrowth 123rd year of Ascendancy at 15:38 Killed by The Divine Writhing Mass at level 32 on the 53rd Regrowth 123rd year of Ascendancy at 14:57 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 15 (base 10) |
Magic | 74 (base 60) |
Willpower | 68 (base 60) |
Cunning | 29 (base 18) |
Resources
Life | -283/550 |
Mana | 45/687 |
Healing Factor | 1.3160311219417 |
Regeneration | 8.0935913999415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 6 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 15 |
Crit Chance | 9% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Lightning | +43% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 27 (35.65183292883%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 54 |
Mental Save | 48 |
Defense: Resistances
Lightning | + 28%( 70%) |
Darkness | + 44%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 27%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 36% |
Silence Resistance | 40% |
Confusion Resistance | 40% |
Stun Resistance | 73% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 88 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (56 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by Goreth the treant. Escort: repented thief (level 2 of Old Forest) | failed |
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 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 219. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed red crystal shard. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 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 | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Silence- +20% Confus- +20% Stun/Frz- +28% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +6 Str +1 Dex ----- def ----- Crit.chn- 10.00% Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Defense +1 (+0 eff.) Resists +19% lightning +3% darkness Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.stam +20.00 Light +1 Wards +4 blight +4 nature +2 darkness +4 arcane Talents +1 Ward Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +12 Resists +6% darkness Spell.save +12 (+4 eff.) Die.at -60.00 life HP.reg +2.00 Confus- +20% Stun/Frz- +23% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% mind HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +5 (+2 eff.) Against +31% Summoned ----- def ----- Armour +6 D.Red.from +17% Summoned Phys.save +8 (+3 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.mana +80.00 Create a temporary shield that absorbs 311 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +23 (+6 eff.) Dmg.mod +20% lightning ----- def ----- HP.reg +0.80 Heal.mod +11% ---------- misc Mana/turn +0.18 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. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +3% Phys.save +14 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +16 (+6 eff.) Silence- +20% Disarm- +36% Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +13% darkness +12% mind +11% all Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +27 (+9 eff.) Max.HP +68.00 HP.reg +2.10 Heal.mod +16% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +3 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Mind.save +10 (+4 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 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
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 740% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 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 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 422.00 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 58% faster, and you are invisible (power 13). 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1271% for 10 turns (86 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.crit +3% Melee Ret 4 acid ----- def ----- Resists +16% mind Confus- +26% ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +1 Dex +6 Con ----- def ----- Defense +5 (+2 eff.) Resists +15% blight +11% nature +3% acid HP.reg +4.00 Poison- +25% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.14 Spell/Aether Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +15% light +19% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% light +13% darkness Blind- +28% ---------- misc Masteries +0.16 Spell/Divination +0.16 Spell/Air Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +11 (+4 eff.) Max.HP +35.00 HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +6 (+2 eff.) Dmg.mod +11% blight +11% fire Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +8 Cun +12 Con dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% arcane Acc +9 (+5 eff.) ----- def ----- Phys.save +24 (+8 eff.) Spell.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% acid +3% temporal +11% nature +6% lightning ----- def ----- Resists +24% acid +6% temporal +6% blight +30% nature +3% lightning Poison- +14% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.80 cold and 16.79 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. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +20.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +10 (+5 eff.) Apr +7 ----- def ----- Armour +8 Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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. Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Master/Psionic Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 blight +8 light On Crit.r2 +4 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +16 Con +16 Wil dps ---------- Res.pen +25% light ----- def ----- Max.HP +68.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +12 Dex +12 Mag +16 Wil +12 Cun +12 Con Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Max.HP +33.00 Disarm- +23% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +7% physical Acc +6 (+3 eff.) Apr +7 ----- def ----- Max.HP +18.00 Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +12 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: Stats +5 Dex dps ---------- Phys.crit +17.0% Crit.mult +49.00% Phys.spd +10% Dmg.mod +3% mind Acc +24 (+12 eff.) Apr +20 ----- def ----- Resists +5% arcane ---------- misc Max.hate +4.00 Max.psi +20.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +12 (+6 eff.) Res.pen +13% physical ----- def ----- Disarm- +32% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +56 fire While equipped: dps ---------- All.spd +10% Res.pen +24% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str +9 Wil +5 Con dps ---------- Mind.pwr +30 (+10 eff.) Acc +17 (+9 eff.) ----- def ----- Defense +21 (+10 eff.) Resists +9% acid Disarm- +70% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+7 eff.) Mind.pwr +20 (+7 eff.) Res.pen +13% physical Apr +3 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Resists +3% physical Phys.save +18 (+6 eff.) Die.at -60.00 life Disarm- +27% ---------- misc Equi/ret +0.20 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Nature Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +32.00 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +8 Dex +6 Mag +9 Wil +5 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 18 lightning 8 physical 7 cold 6 acid 7 fire Dmg.mod +16% lightning Res.pen +11% lightning +20% nature ----- def ----- Resists +18% lightning +6% physical +6% fire +6% cold +6% acid Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +1.40 See.Invis +9 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 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +16.0% Acc +18 (+9 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Ego+] Nature 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 +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Defense +5 (+2 eff.) HP.reg +0.50 Heal.mod +11% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 127.36 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. |
![]() 5.0 T5 staff 2H weapon [Ego++] 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: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +22 (+6 eff.) Melee+ 26 arcane Dmg.mod +30% temporal ----- def ----- Resists +15% temporal ---------- misc Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +24% lightning +6% light Res.pen +5% light ----- def ----- Resists +3% light +12% lightning ---------- misc Mana/turn +0.24 Equi/ret +0.04 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 light +16 arcane Against +25% Undead On Hit.r1 +20 blight On Crit.r2 +20 blight While equipped: dps ---------- Dmg.mod +15% blight Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +15% blight One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +8 Wil +7 Con dps ---------- Phys.crit +7.0% Res.pen +25% light ----- def ----- Max.HP +33.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Disrupt/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Against +26% Unnatural While equipped: Stats +5 Dex +3 Wil dps ---------- Phys.spd +10% Dmg.mod +10% blight Acc +11 (+6 eff.) One-handed war axes. It was corrupted by the digestive sack. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +5% physical Acc +10 (+5 eff.) Apr +7 ----- def ----- Max.HP +42.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +1% physical Knockbk- +20% Teleport- +20% ---------- misc Mana/turn +0.14 Max.mana +22.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +9% nature Res.pen +15% nature ----- def ----- Resists +6% nature +6% cold Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +27.00% Acc +10 (+5 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+3 eff.) Stealth +12 Max.HP +98.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +8 Str +6 Mag +6 Wil dps ---------- Phys.crit +4.0% Phys.pwr +20 (+10 eff.) Dmg.mod +10% lightning +13% physical +18% mind +16% cold Acc +15 (+8 eff.) ----- def ----- Resists +8% lightning +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: Stats +1 Wil +1 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +20% lightning +10% physical +13% cold ----- def ----- Resists +9% lightning +15% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +7% blight +9% all Max.HP +42.00 HP.reg +1.50 Heal.mod +16% Poison- +21% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Mind.crit +1% Crit.mult +15.00% Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +2% ---------- misc Hate/m.crit +1.00 Max.stam +20.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% blight +6% fire Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Armour +1 Resists +5% arcane +3% fire Stealth +6 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +1 Con dps ---------- Dmg.mod +12% acid Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% ---------- misc Infravis +1 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Mag +7 Wil +8 Con dps ---------- Dmg.mod +5% arcane Melee Ret 4 mind 2 light On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +2 Fatigue +3% Resists +12% mind Disarm- +59% ---------- misc Light +3 Masteries +0.40 Technique/Grappling 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. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +18 (+9 eff.) ----- def ----- Armour +6 Resists +6% nature +6% temporal Crit.chn- 5.00% Phys.save +3 (+1 eff.) Cut- +20% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +19% blight +12% darkness Spell.save +9 (+3 eff.) Mind.save +25 (+9 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +28 Defense +5 (+2 eff.) Fatigue +12% Resists +16% darkness +14% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +60.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +7 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% HP.reg +6.20 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% fire A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 152 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% ----- def ----- Phys.save +5 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +13 (+5 eff.) Max.HP +54.00 Heal.mod +20% Disarm- +20% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +5 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Defense +5 (+2 eff.) Max.HP +45.00 ---------- 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 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 38.92 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% physical Melee Ret 10 mind ----- def ----- Mind.save +6 (+2 eff.) Heal.mod +10% ---------- misc Stam/turn +1.00 Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +2 Wil +5 Con Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Dex +2 Mag dps ---------- Spell.crit +5% Dmg.mod +6% temporal Res.pen +25% blight Melee Ret 10 fire ----- def ----- Resists +15% temporal Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 520 Armor: 27 All Resist: 43 Puts all charms on 25 cooldown 100% to reduce fatigue by 55% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Phys.pwr +25 (+13 eff.) Dmg.mod +24% cold Melee Ret 8 light ----- def ----- Defense +25 (+12 eff.) Fire a magical bolt dealing 350 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold 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. |
Achievements
By Nana McFaceShield the Higher Archmage level 13
6th Haze 122nd year of Ascendancy at 09:32 see stats
By Nana McFaceShield the Higher Archmage level 27
23rd Regrowth 123rd year of Ascendancy at 08:32 see stats
By Nana McFaceShield the Higher Archmage level 24
2nd Decay 122nd year of Ascendancy at 23:03 see stats
By Nana McFaceShield the Higher Archmage level 28
28th Regrowth 123rd year of Ascendancy at 00:46 see stats
By Nana McFaceShield the Higher Archmage level 27
7th Allure 123rd year of Ascendancy at 14:41 see stats
By Nana McFaceShield the Higher Archmage level 10
53rd Dusk 122nd year of Ascendancy at 17:38 see stats
By Nana McFaceShield the Higher Archmage level 20
33rd Haze 122nd year of Ascendancy at 21:41 see stats
By Nana McFaceShield the Higher Archmage level 30
35th Regrowth 123rd year of Ascendancy at 02:46 see stats
By Nana McFaceShield the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:20 see stats
By Nana McFaceShield the Higher Archmage level 21
68th Haze 122nd year of Ascendancy at 07:53 see stats
By Nana McFaceShield the Higher Archmage level 18
29th Haze 122nd year of Ascendancy at 11:07 see stats
By Nana McFaceShield the Higher Archmage level 10
74th Dusk 122nd year of Ascendancy at 11:29 see stats
By Nana McFaceShield the Higher Archmage level 24
3rd Decay 122nd year of Ascendancy at 23:46 see stats
By Nana McFaceShield the Higher Archmage level 16
18th Haze 122nd year of Ascendancy at 04:24 see stats
Log
Talent Shock is ready to use.
Dark Whispers from The Divine Writhing Mass hits Nana McFaceShield for (25 absorbed), 81 darkness (81 total damage).
Nana McFaceShield receives 86 healing from Temporal Restoration Field.
Hurricane from Nana McFaceShield hits The Divine Writhing Mass for 73 lightning damage.
Nana McFaceShield struggles against the paranoia.
Nana McFaceShield casts Shock.
Nana McFaceShield casts Arcane Vortex.
The Divine Writhing Mass is focused by an arcane vortex!
The Divine Writhing Mass casts Arrow Stitching.
The Divine Writhing Mass warps space-time to equip: dragonbone longbow
quiver of dragonbone arrows.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Malyu has been cut from the timeline!
The Divine Writhing Mass is invigorated.
Nana McFaceShield hits The Divine Writhing Mass for 0 arcane damage.
Nana McFaceShield hits Malyu for 63 arcane damage.
Nana McFaceShield killed Malyu!
Dark Whispers from The Divine Writhing Mass hits Nana McFaceShield for 96 darkness damage.
Nana McFaceShield receives 86 healing from Temporal Restoration Field.
The Divine Writhing Mass is less impervious to physical effects.
Hurricane from Nana McFaceShield hits The Divine Writhing Mass for 68 lightning damage.
Arcane Vortex from Nana McFaceShield hits The Divine Writhing Mass for 0 arcane damage.
Arcane Vortex from Nana McFaceShield hits Xanymina the corrupted mastocytic feeder for 4 arcane damage.
The Divine Writhing Mass casts Terminus.
Nana McFaceShield regains their strength.
The Divine Writhing Mass retunes the fabric of spacetime.
The Divine Writhing Mass hits Nana McFaceShield for 229 temporal, 395 temporal (624 total damage).
Nana McFaceShield the level 32 higher archmage was time dilated to death by The Divine Writhing Mass on level 1 of The Godfeaster.
The furious lightning storm around Nana McFaceShield calms down and disappears.