








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: QuickTome QoL Changes 1.7.2Changes 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Qlass Pack 1.7.2Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game QuickTome: Remove Stat Requirements 1.5.5 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dreamelf |
| Class | Zephyr |
| Level / Exp | 38 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 15 on the 14th Dusk 122nd year of Ascendancy at 02:53 2 / 5Killed by Gloreminne the large brown snake at level 18 on the 18th Dusk 122nd year of Ascendancy at 18:42 Killed by Glutta the skeleton warrior at level 32 on the 63rd Dusk 122nd year of Ascendancy at 14:28 Killed by Ivuwyn the runed bone giant at level 37 on the 78th Dusk 122nd year of Ascendancy at 18:39 Killed by Ce'Nibeth the orc pyromancer at level 38 on the 79th Dusk 122nd year of Ascendancy at 06:13 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 85 (base 60) |
| Constitution | 26 (base 10) |
| Magic | 126 (base 60) |
| Willpower | 41 (base 20) |
| Cunning | 49 (base 26) |
Resources
| Life | 566/566 |
| Mana | 307/307 |
| Healing Factor | 1.4416586254955 |
| Regeneration | 23.426952664302 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -47.08011370675% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 75 |
| Crit Chance | 32% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +65% |
| Light | +18% |
| Blight | +7% |
| Arcane | +12% |
| Acid | +19% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +86% |
| Temporal | +13% |
| Blight | +25% |
| Darkness | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (53.292302510663%) |
| Defense | 98 |
| Ranged Defense | 98 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 45 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 39%( 70%) |
| Cold | + 29%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 42%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 45%( 70%) |
| Fire | + 27%( 70%) |
| Lightning | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 87% |
| Confusion Resistance | 46% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 292 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 2.5 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 67 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Storm archery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Air archery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Spell / Swiftness | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Race / Dreamelf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Wild magic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Tempest |
| talent | Storm Sentinel |
| talent | Whirlwind of Bolts |
| talent | Feather Wind |
| talent | Static Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You failed to protect the injured seer from death by Layymivea the skeleton warrior. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Madaste. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Emydhewe the cave troll. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | 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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shax 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 716. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth. * '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.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of hardened leather boots 'Glintbliss' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +7% acid +18% light +7% blight Res.pen +11% darkness +13% temporal Melee Ret 6 nature ----- def ----- Armour +3 Resists +7% fire +16% temporal +19% darkness +9% cold Disease- +26% Def/telep +12 Res/telep +12% Dur/telep +18% A pair of boots made of leather. |
| Quiver | Goriruikor the Noonjustice (22/22, 144% power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 144% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 light +17 blight +8 temporal +8 arcane On Hit.r1 +20 arcane On Crit.r2 +20 light +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 36 Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Rimerupture'1.0 T3 lite [Rare] Nature While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +4% Spell.pwr +30 (+6 eff.) S.pwr/crit +10 Res.pen +25% blight Melee Ret 10 cold ----- def ----- Resists +10% blight HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eilinadana the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +8 Dmg.mod +12% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +7% darkness Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.16 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 5.5 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 36 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| Tool | Zubisessra the Thundermarrow (dig speed 29 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +11 Mag dps ---------- Spell.crit +12% Spell.pwr +15 (+3 eff.) S.pwr/crit +4 Dmg.mod +12% lightning Phasing +30% ---------- misc Max.mana +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | titan's copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +47.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
| Around waist | Runoroddagolen1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Cun ----- def ----- Armour +19 Defense +21 (+4 eff.) Phys.save +12 (+6 eff.) Heal.mod +20% Poison- +20% Stun/Frz- +20% ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | steady elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego+] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +18.0% Acc +33 (+8 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Mag, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% ---------- misc Masteries +0.20 Spell/Swiftness Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Galestreak the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane While equipped: Stats +10 Mag +8 Wil dps ---------- Spell.crit +6% Dmg.mod +12% acid Res.pen +20% lightning ----- def ----- Defense +2 (+0 eff.) Resists +3% acid +3% lightning Spell.save +11 (+3 eff.) ---------- misc Max.mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Fireglean'0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Dex +8 Mag +5 Cun +10 Con dps ---------- S.pwr/crit +5 Mov.spd +10% Melee Ret 6 fire ----- def ----- Fatigue -9% Resists +30% mind HP.reg +5.00 Confus- +46% ---------- misc Stam/turn +1.20 Mana/turn +0.37 Max.mana +57.00 Infravis +1 See.Invis +15 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 122; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 329; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 instantly heal yourself for 329 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 314; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 314 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 294; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 294 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 705%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 679%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 679% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 478%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 597%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 597% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 899%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 899% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 813%; cd 11)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 813% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 117; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 528; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 527; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, magical; dur 2; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 27%; mental, magical; dur 4; cd 11)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 cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 24%; mental, physical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 27%; magical, physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 21%; mental, magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 17%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 730 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )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. |
shatter afflictions rune of the psychic (absorb 74; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 74 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 46; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 46 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 173; dur 4; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 4 turns. 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. |
shielding rune of the titan (absorb 146; dur 3; cd 16)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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 41; blocks 6; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Delyhor'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Cun +2 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% nature Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Ivamina the Icewild0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +13.00% Mind.pwr +20 (+8 eff.) Dmg.mod +9% cold Res.pen +25% mind Acc +6 (+2 eff.) Apr +12 Melee Ret 8 acid ---------- misc Max.psi +20.00 Amulets make your neck look great! |
Bunik0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Phys.pwr +7 (+3 eff.) Spell.pwr +3 (+1 eff.) Phys.spd +10% Dmg.mod +6% acid +7% physical +5% cold +4% fire +3% arcane +5% lightning Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +5% arcane Res.Cap +2% all Phys.save +14 (+7 eff.) Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 7.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (186). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper ring 'Snowrune'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +18% light +9% cold Melee Ret 8 cold ----- def ----- Resists +6% light +6% cold Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Beluwe the Sparkschism0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +27% light +9% mind Melee Ret 8 mind 8 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Blind- +32% ---------- misc Infravis +4 See.Stealth +12 See.Invis +13 Rings make your fingers look great! |
Stormlore the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +10 (+5 eff.) Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Max.HP +35.00 Disarm- +27% Pinning- +30% Knockbk- +32% ---------- misc Psi/ret +0.20 Max.hate +8.00 Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
conjurer's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Blind- +29% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
savior's stralite ring of speed0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +16% Acc +8 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
magewarrior's short elven-wood magestaff of the prodigy (129% power, 5 apr, cold element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Mag +12 Wil +8 Cun dps ---------- Phys.crit +9.0% Spell.crit +7% Phys.pwr +10 (+5 eff.) Spell.pwr +18 (+4 eff.) S.pwr/crit +8 Dmg.mod +25% cold Acc +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Winterwrack the dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 146% Range: 1.6x Uses 120% Mag Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +16 cold While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% mind +27% cold Res.pen +13% physical Acc +12 (+3 eff.) Apr +14 Melee Ret 8 cold ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Massive two-handed swords. |
Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 120% Mag Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 70.56 arcane and 63.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+5 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
enhanced voratun longsword of evisceration (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 153% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +8 Str +10 Dex +6 Mag +12 Wil +9 Cun +9 Con dps ---------- Phys.crit +12.0% Phys.pwr +13 (+6 eff.) Sharp, long, and deadly. |
stralite mace (144% power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 145% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
elemental stralite waraxe of projection (139% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Arcane/Psionic Power 139% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 134 acid damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +18% acid Res.pen +16% acid One-handed war axes. |
Razorblade, the Cursed Waraxe (147% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+9 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
chilling voratun waraxe of crippling (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 149% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% One-handed war axes. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
enhanced elven-wood longbow of piercing4.0 T4 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +17 Str +12 Dex +11 Mag +11 Wil +11 Cun +11 Con dps ---------- Res.pen +14% all Acc +12 (+3 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
mighty elven-wood longbow of enduring4.0 T4 longbow 2H weapon [Ego+] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +3 Str +12 Wil +15 Con dps ---------- Phys.pwr +17 (+8 eff.) ----- def ----- Max.HP +59.00 Longbows are used to shoot arrows at your foes. |
Vorerann the quiver of elm arrows (15/15, 111% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 111% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Ranged+ +9 nature +20 mind On Hit.r1 +8 mind On Crit.r2 +12 mind On Hit: * 10% chance to reduce all saves and defense by 23 Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows of crippling (20/20, 105% power, 5 apr)3.0 T1 arrow ammo [Ego+] Arcane/Master Power 106% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 20 On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows (19/19, 111% power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 111% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +14 lightning On Crit.r2 +9 lightning Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of wind (21/21, 134% power, 7 apr)3.0 T2 arrow ammo [Ego+] Nature/Master Power 134% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of annihilation (18/18, 163% power, 16 apr)3.0 T3 arrow ammo [Ego++] Master Power 163% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Capacity 18 Proj.spd +200% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
elemental quiver of yew arrows (20/20, 144% power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane Power 145% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 On Hit: * Create an explosion dealing 158 fire damage (1/turn) Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 20% Wil, 60% Dex, 50% Mag Dmg Mind Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
psychokinetic quiver of elven-wood arrows of crippling (24/24, 154% power, 14 apr)3.0 T4 arrow ammo [Ego++] Master/Psionic Power 154% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 24 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Gleambane (0 def, 0 armour) =lightning pen=2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% arcane +6% light Res.pen +20% arcane +15% lightning Melee Ret 4 light ----- def ----- Resists +7% all ---------- misc Max.mana +25.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +6% physical +8% cold ----- def ----- Resists +6% lightning +6% cold +6% blight +7% all Max.HP +43.00 HP.reg +1.80 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) S.pwr/crit +5 ----- def ----- Resists +8% lightning +8% darkness +8% light +8% blight +8% fire +8% cold +11% all Phys.save +10 (+5 eff.) Spell.save +26 (+8 eff.) Mind.save +12 (+6 eff.) Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the deep (6 def, 5 armour) =water=9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Fatigue +7% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
searing dwarven-steel mail armour of command (13 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 13 acid 15 fire Melee Ret 10 acid 12 fire ----- def ----- Armour +13 Defense +13 (+2 eff.) Fatigue +12% Resists +19% acid +17% fire Mind.save +10 (+5 eff.) A suit of armour made of mail. |
voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +15% darkness +10% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Mighty Girdle1.0 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. |
Voribreleba the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +5% mind ----- def ----- Resists +9% cold Mind.save +6 (+3 eff.) Die.at -80.00 life A belt that goes around your waist. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 415, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Gosetta the Airgore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% temporal +6% light +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shockspike' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% light ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% ---------- misc Masteries +0.20 Spell/Swiftness Evasion: (Instant) Level 3.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Belann' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +1 Die.at -20.00 life ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of hardened leather boots 'Relgenik' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Cun +10 Lck dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Resists +3% mind +9% blight Phys.save +10 (+5 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+3 eff.) Stealth +7 Max.HP +47.00 Stun/Frz- +10% ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 286 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Mag, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Strikewreath the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 8 nature Dmg.mod +6% nature +6% lightning Res.pen +5% physical Melee Ret 4 lightning ----- def ----- Armour +2 Resists +6% nature +4% physical Die.at -60.00 life ---------- misc Max.psi +20.00 Unarmed combat: Power 114% Range: 1.1x Uses 40% Dex, 40% Cun, 40% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tulorak the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 12 light 7 darkness Dmg.mod +5% light +4% darkness Acc +6 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +7% darkness +5% arcane +7% light Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Poison- +20% Disarm- +29% Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Cun, 40% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Hit: 20% Searing Light 3 On Hit: * 7% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch linen wizard hat of blight (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +10% blight ----- def ----- Defense +1 (+0 eff.) Resists +10% blight ---------- misc Mana/turn +0.70 Mana/ret +0.70 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 22 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Silevena the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +2% Spell.pwr +30 (+6 eff.) S.pwr/crit +4 Dmg.mod +14% light ----- def ----- Defense +2 (+0 eff.) Resists +21% light Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Mardelar' (20 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +20 (+3 eff.) Fatigue +1% Resists +3% temporal +6% cold +3% nature +5% arcane Stun/Frz- +10% ---------- misc Breathe water A cap made of leather. |
Voidbrand (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +10% lightning +10% fire Melee Ret 10 darkness ----- def ----- Defense +2 (+0 eff.) Resists +34% lightning +6% darkness A pointy cloth hat, very wizardly... |
Nimbuswish the iron helm (0 def, 3 armour) =lightning pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness +10% lightning Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +5% Resists +15% lightning +7% temporal +12% darkness ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 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 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 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. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
7 garnet0.0 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zandil the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Acc +5 (+1 eff.) Melee Ret 8 physical ----- def ----- Crit.dmg- 10.00% Phys.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Neraldawyn'2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex dps ---------- Mind.crit +2% ----- def ----- Mind.save +15 (+7 eff.) Die.at -80.00 life ---------- misc Light +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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Umbranigh1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Defense +20 (+3 eff.) Resists +9% cold +5% arcane +9% darkness Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Die.at -80.00 life ---------- misc Light +4 See.Stealth +14 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Aeregohad'1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +2 Dex +3 Wil dps ---------- Mind.crit +4% Mind.pwr +9 (+4 eff.) Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Mind.save +6 (+3 eff.) Max.HP +57.00 Blind- +23% Confus- +13% ---------- misc Light +7 See.Stealth +10 See.Invis +5 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe 'Aredig' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Melee Ret 2 mind ----- def ----- Fatigue -4% Resists +3% mind ---------- misc Infravis +1 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Relgedechak' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun +3 Con ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane Max.HP +40.00 Knockbk- +20% ---------- misc Infravis +1 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Brandcut (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str dps ---------- Spell.crit +2% Dmg.mod +7% mind +11% fire Res.pen +10% arcane +10% fire Melee Ret 8 fire ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue -6% Resists +7% physical Spell.save +6 (+2 eff.) Mind.save +9 (+4 eff.) ---------- misc Mana/turn +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of clear mind 'Bleakpiety' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% darkness Melee Ret 8 darkness ----- def ----- Resists +18% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Brightbone' [power 73] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +2 Wil +1 Con dps ---------- Res.pen +25% light Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Ravenvengeance' [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 19% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Arayata' [power 89] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% physical Apr +2 On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +6% darkness Harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to heal for 72. 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Strikewrecker' [power 200] (15 cooldown) =lightning pen=2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +4 Wil dps ---------- Res.pen +15% lightning ---------- misc Stam/turn +3.00 Max.stam +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (329 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Madaste the Dreamelf Zephyr level 34
68th Dusk 122nd year of Ascendancy at 17:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Madaste the Dreamelf Zephyr level 34
64th Dusk 122nd year of Ascendancy at 23:59 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Madaste the Dreamelf Zephyr level 37
78th Dusk 122nd year of Ascendancy at 11:56 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Madaste the Dreamelf Zephyr level 18
17th Dusk 122nd year of Ascendancy at 18:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Madaste the Dreamelf Zephyr level 36
77th Dusk 122nd year of Ascendancy at 08:28 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Madaste the Dreamelf Zephyr level 32
63rd Dusk 122nd year of Ascendancy at 11:01 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Madaste the Dreamelf Zephyr level 22
22nd Dusk 122nd year of Ascendancy at 05:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Madaste the Dreamelf Zephyr level 29
53rd Dusk 122nd year of Ascendancy at 06:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Madaste the Dreamelf Zephyr level 27
28th Dusk 122nd year of Ascendancy at 03:06 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Madaste the Dreamelf Zephyr level 28
51st Dusk 122nd year of Ascendancy at 17:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Madaste the Dreamelf Zephyr level 10
7th Dusk 122nd year of Ascendancy at 01:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Madaste the Dreamelf Zephyr level 20
19th Dusk 122nd year of Ascendancy at 13:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Madaste the Dreamelf Zephyr level 30
59th Dusk 122nd year of Ascendancy at 02:19 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Madaste the Dreamelf Zephyr level 9
2nd Mirth 122nd year of Ascendancy at 08:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Madaste the Dreamelf Zephyr level 27
46th Dusk 122nd year of Ascendancy at 11:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Madaste the Dreamelf Zephyr level 37
77th Dusk 122nd year of Ascendancy at 12:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Madaste the Dreamelf Zephyr level 22
22nd Dusk 122nd year of Ascendancy at 11:02 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Madaste the Dreamelf Zephyr level 37
77th Dusk 122nd year of Ascendancy at 09:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Madaste the Dreamelf Zephyr level 11
8th Dusk 122nd year of Ascendancy at 20:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Madaste the Dreamelf Zephyr level 7
78th Pyre 122nd year of Ascendancy at 08:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Madaste the Dreamelf Zephyr level 9
4th Mirth 122nd year of Ascendancy at 09:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Madaste the Dreamelf Zephyr level 22
22nd Dusk 122nd year of Ascendancy at 22:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Madaste the Dreamelf Zephyr level 16
15th Dusk 122nd year of Ascendancy at 02:39 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Madaste the Dreamelf Zephyr level 33
64th Dusk 122nd year of Ascendancy at 14:10 see stats
Log
Today is the 79th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:06.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The furious lightning storm around Madaste calms down and disappears.























































































































