Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Items Vault 1.7.0Donators/Buyers bonus! Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies 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: 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 | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Spiritmancer |
Level / Exp | 17 / 67% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 42 (base 44) |
Dexterity | 49 (base 44) |
Constitution | 52 (base 44) |
Magic | 77 (base 44) |
Willpower | 55 (base 44) |
Cunning | 48 (base 44) |
Resources
Life | 2666/2666 |
Mana | 264/264 |
Equilibrium | 0 |
Steam | 0/100 |
Healing Factor | 1.389329218765 |
Regeneration | 44.80586730517 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +132.57428001732% |
Spell | +200% |
Global | +180% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 80.311989938758 |
See Invisible | 107.30053147404 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 75 |
Accuracy | 43 |
Crit Chance | 40% |
APR | 58 |
Speed | 0.33 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 39% |
Speed | 0.33333333333333 |
Cooldown Reduction | 61.2 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 38% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +42% |
Blight | +32% |
Arcane | +35% |
Cold | +32% |
Physical | +32% |
Darkness | +32% |
Light | +64% |
Temporal | +32% |
Lightning | +32% |
Mind | +32% |
Fire | +35% |
Nature | +48% |
Offense: Damage Penetration
Acid | +32% |
Blight | +32% |
Arcane | +32% |
Cold | +32% |
Physical | +32% |
Darkness | +32% |
Light | +32% |
Temporal | +32% |
Lightning | +32% |
Mind | +32% |
Fire | +32% |
Nature | +32% |
Defense: Base
Armour (hardiness) | 61.919682866986 (86%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 105 |
Spell Save | 108 |
Mental Save | 102 |
Defense: Resistances
Acid | + 68%(100%) |
Blight | + 59%(100%) |
Arcane | + 59%(100%) |
Cold | + 65%(100%) |
All | + 39%(100%) |
Physical | + 65%(100%) |
Lightning | + 71%(100%) |
Light | + 91%(100%) |
Temporal | + 59%(100%) |
Mind | + 59%(100%) |
Darkness | + 59%(100%) |
Fire | + 66%(100%) |
Nature | + 66%(100%) |
Defense: Immunities
Fear Resistance | 31% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 6 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 166 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (33% 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 911% for 10 turns (1561 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (33% 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 (1405 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 6 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 4 turns and blocking 108 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 Strength stat. |
Class Talents
Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dawn | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Life-giver | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ghosts | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Justice | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Karma | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spirit | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.40 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Spectre | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 0/19 |
| 0/38 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Race / Higher | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Poltergeist |
talent | Adventure Friendly Fire Disabler |
talent | Secrets of the Eternals |
talent | Arcane Shield |
talent | Keen Senses |
talent | Hope |
talent | Ghostly Berserker |
talent | Clay Golem |
talent | Ghostly Bulwark |
talent | Spellcraft |
talent | Phantasmal Shield |
talent | Defensive Posture |
talent | Premonition |
talent | Shielding |
talent | Spirit Guide |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Infested Ruins. Escort: injured seer (level 2 of Infested Ruins)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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's current energy level is: 1. | 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. | active |
Equipment
On feet | insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Resistance +7% fire +10% cold other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(112 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Ce'Nura' (1 def, 0 armour) linen wizard hat 'Ce'Nura' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Wil offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+1 eff.) Resistance +6% fire Physical save +6 (+1 eff.) Spell save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | extending elven-wood wand of shielding [power 332] (13 cooldown) extending elven-wood wand of shielding [power 332] (13 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 552 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | titan's steel ring of light (+24%) titan's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +12% light defense ------ Resistance +24% light Physical save +6 (+1 eff.) Rings make your fingers look great! |
On fingers | wizard's steel ring wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+2 eff.) Rings make your fingers look great! |
Around waist | spiritwalker's rough leather belt of burglary spiritwalker's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +3 Cun +5 Lck defense ------ Stealth +6 other ------- Disarm Traps +5 Mana/turn +0.12 Max mana +22.00 Infravision +4 A belt that goes around your waist. |
In main hand | shimmering elm starstaff of wizardry (10-12 power, 2 apr, light element) shimmering elm starstaff of wizardry (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +1% Spellpower +7 (+2 eff.) Damage +10% light other ------- Mana/turn +0.13 Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Flamestone (0 def, 0 armour) Flamestone (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Wil offense ------ Damage +10% acid +3% fire defense ------ Resistance +15% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Tempestbutcher (1 def, 0 armour) Tempestbutcher (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ When Hit 8 lightning 2 fire defense ------ Defense +1 (+1 eff.) Spell save +6 (+1 eff.) Mind save +5 (+0 eff.) other ------- Mana-on-crit +1.00 Max mana +60.00 Max vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet of manastreaming stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.38 Max mana +28.00 Amulets make your neck look great! |
Inventory
blink rune of the warrior (range 5; phase 18; cd 17) blink rune of the warrior (range 5; phase 18; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 7 Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
arcstone copper amulet of magic (+3) arcstone copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Resistance +5% arcane +6% lightning other ------- Mana-on-crit +2.00 Max mana +13.00 Amulets make your neck look great! |
irestone copper amulet of magic (+2) irestone copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Resistance +6% mind +5% darkness other ------- Hate-on-crit +2.00 Max hate +5.00 Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
copper ring 'Huragodar' copper ring 'Huragodar'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Ignore resists +20% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 defense ------ Mind save +3 (+0 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invis +6 Rings make your fingers look great! |
copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
marksman's copper ring of the mountain (+11%) marksman's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% physical Accuracy +6 (+2 eff.) defense ------ Resistance +11% physical Rings make your fingers look great! |
marksman's copper ring of the serpent marksman's copper ring of the serpent0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Ignore resists +2% nature Accuracy +6 (+2 eff.) defense ------ Poison Resist +21% Rings make your fingers look great! |
Loresta the stralite dagger (30-39 power, 9 apr) =good= Loresta the stralite dagger (30-39 power, 9 apr) =good=1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane Weapon Damage 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +9% Undead +10% Demon +9% Horror On-Hit, radius 1 +16 blight On Hit: * 25% chance to afflict the target with a Burn, causing 200 Fire damage over 5 turns. On Crit: * Strike your target with a blast of Arcane energy dealing 132 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. * On a Crit, strike your target with a blast of Light dealing 119 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 30 for the duration. While equipped: Stats +5 Cun offense ------ Critical power +55.00% Physical Power +5 (+1 eff.) Damage +13% fire Ignore resists +10% mind Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 162.52 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming steel dagger of vileness (12-16 power, 6 apr) flaming steel dagger of vileness (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 blight On-Hit, radius 1 +6 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 27 Sharp, short and deadly. |
elemental stralite greatsword (46-74 power, 3 apr) elemental stralite greatsword (46-74 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Arcane Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 96 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +10% cold Massive two-handed swords. |
Surefire Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Oathblade (23-32 power, 0 apr) Oathblade (23-32 power, 0 apr)3.0 Encumbrance T2 longsword 1H weapon [Unique] Nature/Master Weapon Damage 23.0 - 32.2 Physical Uses 30% Dex, 20% Mag, 70% Str Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +4.0% Attack Speed 100% Block +22 Damage Conversion 13% light While equipped: Stats +3 Con offense ------ Damage +3% light +11% physical Accuracy +10 (+4 eff.) Ignore Armor +4 other ------- Stamina when Hit +1.10 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 33% chance to parry attacks, reducing damage taken by up to 25% and deal 254% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
slagged stralite longsword of massacre (38-53 power, 5 apr) slagged stralite longsword of massacre (38-53 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +6 acid On-Hit, radius 1 +6 fire While equipped: offense ------ Ignore resists +6% acid Sharp, long, and deadly. |
warbringer's iron longsword of massacre (16-23 power, 2 apr) warbringer's iron longsword of massacre (16-23 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% Sharp, long, and deadly. |
Dimstoker (12-17 power, 2 apr) Dimstoker (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Damage Against +5% Vermin +5% Spiderkin On Crit: * Strike your target with a blast of Fire dealing 125 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: offense ------ Critical power +12.00% Physical Power +5 (+1 eff.) Ignore Armor +4 defense ------ Resistance +3% darkness Unlife -60.00 life Blunt and deadly. |
Thunderstruck (28-39 power, 5 apr) Thunderstruck (28-39 power, 5 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 28.0 - 39.2 Physical Uses 80% Str, 30% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +11 lightning On Hit: * 25% chance to unleash a greater blast of thunderous power, dealing 48.18 lightning damage (based on Strength), potentially knocking the target back. On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 34 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
cruel elm magestaff of breaching (10-12 power, 2 apr, lightning element) cruel elm magestaff of breaching (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% lightning Ignore resists +5% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of illumination (10-12 power, 2 apr, darkness element) elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +6 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Effective talent level: 1.5 Power cost 4 out of 6/6. Range melee/personal Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 161.88 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. |
shimmering elm magestaff of fate (10-12 power, 2 apr, lightning element) shimmering elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Physical save +6 (+1 eff.) Spell save +5 (+1 eff.) Mind save +5 (+0 eff.) other ------- Mana/turn +0.10 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of warding (10-12 power, 2 apr, lightning element) shimmering elm magestaff of warding (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Armor +4 Defense +4 (+2 eff.) other ------- Mana/turn +0.11 Max mana +30.00 Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aerytha =good= Aerytha =good=1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Mag +6 Wil +13 Cun offense ------ Physical Crit +10.0% Mind Crit +8% Against +23% Summoned Ignore Armor +2 defense ------ Resist Against +32% Summoned Life Regen +0.90 Healmod +21% other ------- Light +2 A belt that goes around your waist. |
Mighty Girdle =uni= Mighty Girdle =uni=1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
nightruned rough leather belt of the cog nightruned rough leather belt of the cog1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Steampower +3 (+1 eff.) defense ------ Resistance +5% light +6% darkness Spell save +5 (+1 eff.) A belt that goes around your waist. |
Eilinenne the linen cloak (1 def, 6 armour) Eilinenne the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Fatigue -2% Crit Resistance 5.00% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cobraswift' (8 def, 0 armour) cashmere cloak 'Cobraswift' (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore Armor +2 When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +8 (+3 eff.) Resistance +15% fire +16% light +1% physical Stealth +11 Unlife -20.00 life other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour) =uni= Bikini (0 def, 0 armour) =uni=2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
mindwoven Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour) mindwoven Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% acid defense ------ Resistance +16% acid +7% all Mind save +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of deftness (4 def, 2 armour) miner's pair of rough leather boots of deftness (4 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: offense ------ Move Speed +11% defense ------ Armor +2 Defense +4 (+2 eff.) other ------- Infravision +1 Disengage: Puts all charms on 19 cooldown Effective talent level: 2.0 Power cost 19 out of 30/30. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
traveler's pair of iron boots of deftness (4 def, 3 armour) traveler's pair of iron boots of deftness (4 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue -2% Physical save +6 (+1 eff.) other ------- Encumbrance +21 Disengage: Puts all charms on 19 cooldown Effective talent level: 1.0 Power cost 19 out of 30/30. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskwreck (1 def, 0 armour) Duskwreck (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% temporal +3% nature +12% cold A pointy cloth hat, very wizardly... |
Mirestreaker the linen wizard hat (1 def, 0 armour) Mirestreaker the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +15% nature When Hit 4 arcane On-Hit (Melee): * 10% chance to slow global speed by 61% defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- Mana-on-crit +2.00 Max vim +30.00 A pointy cloth hat, very wizardly... |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour) voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Nature While equipped: defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Life +31.00 Life Regen +1.00 Healmod +12% A suit of armour made of mail. |
Anyrak the Gleambringer (3 def, 2 armour) Anyrak the Gleambringer (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +3 Dex +1 Mag offense ------ Physical Crit +1.0% Ignore resists +10% physical defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +17% lightning other ------- Light +1 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
7 agate 7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
41 alchemist aquamarine 41 alchemist aquamarine0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Nann the iron pickaxe (dig speed 29 turns) Ce'Nann the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun defense ------ Unlife -60.00 life other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) =good= crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) =good=3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +1 Mag offense ------ Spell Crit +7% other ------- Max mana +26.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 24 turns) =good= dwarven-steel pickaxe of quickening (dig speed 24 turns) =good=3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance 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? |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xylravena the Furnacewarden Xylravena the Furnacewarden2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% cold When Hit 4 cold 8 fire defense ------ Resistance +6% fire other ------- Light +3 Unleash a cascade of electricity, inflicting 119.33 Lighting damage in radius 2 (based on Dexterity). Creatures in the area also either dazed or take 56.5 Haywire damage for 3 turns. Uses 13 power out of 30/30 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 of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance 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 19 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
deadly pouch of dwarven-steel shots of giant slaying (19/19, 42-51 power, 3 apr) deadly pouch of dwarven-steel shots of giant slaying (19/19, 42-51 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +7 physical Damage Against +8% Giant Shots are used with slings to pummel your foes to death. |
flaming pouch of iron shots (19/19, 15-18 power, 1 apr) flaming pouch of iron shots (19/19, 15-18 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-Hit, radius 1 +6 fire Shots are used with slings to pummel your foes to death. |
iron torque of psionic shield [power 25] (16 cooldown) iron torque of psionic shield [power 25] (16 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of gale force [power 115] (7 cooldown) quick steel torque of gale force [power 115] (7 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 152 physical damage Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding [power 122] (13 cooldown) elm wand of shielding [power 122] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 203 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
77 alchemist citrine 77 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Uthari the Shalore Spiritmancer level 17
57th Dusk 122nd year of Ascendancy at 13:35 see stats
By Uthari the Shalore Spiritmancer level 17
57th Dusk 122nd year of Ascendancy at 13:25 see stats
By Uthari the Shalore Spiritmancer level 10
19th Dusk 122nd year of Ascendancy at 01:22 see stats
By Uthari the Shalore Spiritmancer level 12
20th Dusk 122nd year of Ascendancy at 22:29 see stats
By Uthari the Shalore Spiritmancer level 17
57th Dusk 122nd year of Ascendancy at 13:35 see stats
By Uthari the Shalore Spiritmancer level 13
23rd Dusk 122nd year of Ascendancy at 00:56 see stats
By Uthari the Shalore Spiritmancer level 4
76th Pyre 122nd year of Ascendancy at 01:39 see stats
By Uthari the Shalore Spiritmancer level 2
74th Pyre 122nd year of Ascendancy at 19:32 see stats
Log
Golem (servant of Uthari) wears: Prothotipe's Prismatic Eye =uni=.
golem (servant of Uthari) can not wear 77 alchemist citrine.
Uthari casts Interact with the Golem.
Uthari casts Interact with the Golem.
Golem (servant of Uthari) wears: onyx.
Resting starts...
Today is the 61st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Rested for 12 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Uthari casts Interact with the Golem.
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
Saving game...
Saving done.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is a next level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.