









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Particle Cleanup 1.1.4 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
Automatic Notes 1.3.2 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official 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:
ZOmnibus Addon Pack 17.8.2 (1.7.4)Combines 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: Showing Items Tier in Inventory 1.1.0 (1.7.2)This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.0.12 (1.7.4)Official 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.
Gunsnixed Lite 1.0.0 (1.7.0)Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Select your Escorts 2.3.1 (1.7.0)Allows 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. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Tinker Tinkering 1.7.2 (1.7.0)A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Paradox Mage |
| Level / Exp | 29 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Betebrekira the cave troll at level 13 on the 75th Haze 122nd year of Ascendancy at 10:52 3 / 3Killed by ritch flamespitter at level 20 on the 48th Regrowth 123rd year of Ascendancy at 22:14 Killed by Yvysewe the skeleton magus at level 29 on the 79th Pyre 123rd year of Ascendancy at 10:04 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 20 (base 12) |
| Magic | 67 (base 57) |
| Willpower | 77 (base 60) |
| Cunning | 21 (base 10) |
Resources
| Life | 784/784 |
| Paradox | 300 |
| Vim | 212/212 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139452 |
Speed
| Mental | -2.0261570199409E-11% |
| Attack | -2.0261570199409E-11% |
| Movement | +10% |
| Spell | -2.0261570199409E-11% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 13 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 15 |
| Crit Chance | 6% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 10% |
| Speed | 1.0000000000002 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 4% |
| Speed | 1.0000000000002 |
Offense: Damage Bonus
| Temporal | +31% |
| Darkness | +8% |
| Nature | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Temporal | +25% |
| Blight | +5% |
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.778941757013 (32%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 8%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 7%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 99% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 47% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Flux | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by aether beam. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed electric eel tail. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | brass lantern 'Hellsidol'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +4 Mag dps ---------- Res.pen +20% acid ----- def ----- Resists +6% fire Max.HP +43.00 ---------- 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. |
| On head | Cystfist the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +7 Dex +8 Wil dps ---------- Dmg.mod +12% nature +3% temporal Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +3% temporal +3% nature Mind.save +8 (+4 eff.) Metallic Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.0 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered steel torque of mindblast [power 240] (21 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chamitodur the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +12% light +9% nature +6% mind Disease- +10% Cut- +10% Confus- +10% Pinning- +20% Rings make your fingers look great! |
| On fingers | Flashwalker the steel ring0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% blight Melee Ret 10 lightning ----- def ----- Blind- +47% Silence- +20% ---------- misc Mana/turn +0.13 Infravis +7 See.Stealth +13 See.Invis +13 Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | Ce'Nada the Dawnbolt (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) S.pwr/crit +7 Dmg.mod +20% temporal Res.pen +5% temporal ----- def ----- Armour +3 Hardiness +2% Resists +9% temporal Phys.save +8 (+4 eff.) ---------- misc Max.mana +26.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | 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 (+7 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. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the titan (absorb 77; cd 15)0.1 rune scroll [Ego] 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 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 77 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 |
shatter afflictions rune of the warrior (absorb 68; 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 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 68 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. 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 293; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 at most 293 damage for 3 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. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 58; blocks 4; dur 4; cd 17)0.1 rune scroll [Ego] Arcane 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 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 58 up to 4 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 87; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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. |
Bleakwrack0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +11% lightning +6% darkness +3% acid Stun/Frz- +20% ---------- misc Equi/ret +0.04 Amulets make your neck look great! |
Porywe the Glowsweeper =-11% conf=0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +24% light Res.pen +15% lightning ----- def ----- Resists +9% light Mind.save +6 (+3 eff.) Confus- +11% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
steel amulet 'Alelach'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con ----- def ----- Crit.chn- 5.00% Phys.save +10 (+5 eff.) Die.at -60.00 life Max.HP +36.00 HP.reg +1.00 Heal.mod +14% Cut- +50% Confus- +10% ---------- misc Max.psi +20.00 Masteries +0.18 Chronomancy/Fate Weaving +0.18 Chronomancy/Spellbinding Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 249 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Beligen =+6 STR/CUN -28% blind=0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Str +1 Wil +6 Cun dps ---------- Dmg.mod +6% mind Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% light +14% darkness Mind.save +3 (+1 eff.) Blind- +28% Amulets make your neck look great! |
Erodas the Aircut0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +15% lightning +5% arcane +12% acid Amulets make your neck look great! |
Isukira the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +1 Wil dps ---------- Spell.pwr +30 (+10 eff.) S.pwr/crit +6 ----- def ----- Silence- +22% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Infravis +2 Rings make your fingers look great! |
Shinegrinder the copper ring =+3 lite=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% light Res.pen +10% light Acc +6 (+5 eff.) Melee Ret 2 acid 6 mind ----- def ----- Resists +3% light ---------- misc Light +3 Rings make your fingers look great! |
copper ring 'Helltrencher'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire +11% light +3% temporal Res.pen +10% mind +5% temporal Melee Ret 4 fire ----- def ----- Resists +6% fire +22% light +9% temporal Rings make your fingers look great! |
copper ring 'Koroyon' =-22% fire=0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +10 (+5 eff.) Dmg.mod +11% fire Apr +4 Melee Ret 2 physical ----- def ----- Resists +22% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+6 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -5% Resists +20% light ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
Aryta0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid +5% arcane Heal.mod +5% Disease- +20% Cut- +20% Silence- +20% Rings make your fingers look great! |
Elatira the steel ring =disengage=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight Res.pen +25% blight +15% mind +10% acid Acc +11 (+7 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce all saves and defense by 28 * 20% chance to reduce armor by 34% ----- def ----- Defense +9 (+4 eff.) Resists +3% acid Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Glydhetta0.1 T2 ring jewelry [Rare] Master While equipped: Stats +10 Cun +5 Dex dps ---------- Spell.crit +2% Mind.crit +2% Crit.mult +15.00% Dmg.mod +6% mind Res.pen +10% mind Acc +9 (+6 eff.) Melee Ret 8 mind ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 17.76 cold and 17.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Floewreath'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +9% cold Res.pen +25% cold ----- def ----- Resists +5% arcane Crit.chn- 10.00% Mind.save +3 (+1 eff.) Max.HP +60.00 HP.reg +4.00 Rings make your fingers look great! |
Eluriawyn the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +3% acid +6% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% mind +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) Acc +9 (+6 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of clarity =-35% conf=0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Confus- +35% Rings make your fingers look great! |
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. |
Silunor (20-24 power, 4 apr, darkness element) =-20% stun=5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% darkness ----- def ----- Resists +9% acid +12% darkness Crit.chn- 10.00% Max.HP +60.00 HP.reg +4.00 Stun/Frz- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of greater warding (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +25.00% Spell.pwr +14 (+5 eff.) Melee+ 17 fire Dmg.mod +20% cold ----- def ----- Armour +9 Defense +8 (+4 eff.) ---------- misc See.Invis +10 Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of fate (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Spell.pwr +14 (+5 eff.) Melee+ 25 arcane Dmg.mod +20% arcane ----- def ----- Phys.save +5 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of warding (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +4% Spell.pwr +19 (+7 eff.) Melee+ 23 arcane Dmg.mod +25% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Max.mana +43.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Arata' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% arcane +10% cold +11% mind +8% all Res.pen +15% arcane ----- def ----- Resists +5% arcane +15% cold +11% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +12% mind +11% all Phys.save +11 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +25 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of corrosion (+6%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +5% physical +10% acid +12% cold ----- def ----- Resists +6% lightning +8% cold +15% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerygara (1 def, 6 armour) =+10% stun=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +2% physical +11% cold Disease- +20% Cut- +10% Confus- +10% Stun/Frz- +10% 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 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 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 18% chance to evade melee and ranged attacks and 8 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. |
Phlegmlord (3 def, 1 armour) =+3 lite=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Wil dps ---------- Dmg.mod +9% nature ----- def ----- Armour +1 Defense +3 (+1 eff.) ---------- misc Light +3 Infravis +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Icequell the pair of hardened leather boots (8 def, 9 armour) =evasion=2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Acc +15 (+9 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +9 Defense +8 (+4 eff.) Resists +9% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tempestbender the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Dmg.mod +15% lightning Res.pen +10% blight Melee Ret 2 lightning ----- def ----- Armour +3 Resists +10% fire +8% cold Silence- +23% Confus- +20% Stun/Frz- +28% ---------- misc Mana/turn +0.28 Max.mana +29.00 A pair of boots made of leather. |
pair of hardened leather boots 'Relgihell' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +3 Cun ----- def ----- Armour +3 Resists +6% cold +6% light +3% temporal HP.reg +4.00 ---------- misc See.Invis +9 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 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. A pair of boots made of leather. |
Scaldblight (0 def, 3 armour) =+20 enc=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Max.enc +20 Psi/ret +0.12 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zuyasin the pair of iron boots (0 def, 3 armour) =-20% stun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Cun +2 Con dps ---------- Crit.mult +5.00% Acc +5 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Phys.save +11 (+6 eff.) Mind.save +11 (+5 eff.) Stun/Frz- +20% Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisodheremira the Glimmergrit (0 def, 4 armour) =disengage=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% cold Res.pen +5% light Melee Ret 10 light On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +4 Fatigue +3% Resists +6% light ---------- misc Light +3 Metallic Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of evasion (6 def, 4 armour) =evasion=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +3% Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Metallic Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 116.61 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Dex +5 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 7 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beturamira the Phlegmglean (0 def, 1 armour) =-80 HP=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Melee+ 6 nature Dmg.mod +4% nature Acc +5 (+4 eff.) Apr +4 Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +12% nature Die.at -80.00 life Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
Cyramira the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +5 Wil dps ---------- Dmg.mod +3% acid Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +5% temporal ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
Ivetha the cashmere wizard hat (2 def, 0 armour) =-31% ltng=2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +3 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +21% lightning +15% mind ----- def ----- Defense +2 (+1 eff.) Resists +31% lightning A pointy cloth hat, very wizardly... |
Bregeregohir the Foggore (0 def, 1 armour) =+2 STR +7 WIL=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +7 Wil dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +15% darkness ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) A cap made of leather. |
Dayslice the rough leather cap (0 def, 1 armour) =+3 WIL +20 HP=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +5% temporal +3% light Max.HP +20.00 A cap made of leather. |
Yaranarithad the rough leather cap (0 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +1 Fatigue +1% Resists +9% fire +6% mind +15% cold Phys.save +9 (+5 eff.) ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Emelyma' (15 def, 1 armour) =-20% stun=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +6% acid +6% fire +5% lightning +6% cold Spell.save +15 (+6 eff.) Die.at -60.00 life Stun/Frz- +20% A cap made of leather. |
Blazeclamor the hardened leather cap (0 def, 6 armour) =+2 lite=2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Wil +3 Con dps ---------- Dmg.mod +21% mind ----- def ----- Armour +6 Fatigue +3% Resists +8% blight Phys.save +7 (+4 eff.) Mind.save +14 (+7 eff.) ---------- misc Light +2 Infravis +2 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tidevice the iron helm (0 def, 3 armour) =+6 WIL +3 lite=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +6 Wil +2 Cun ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +15% cold ---------- misc Light +3 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emesenn the dwarven-steel helm (0 def, 4 armour) =+7 WIL -32% conf=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +7 Wil dps ---------- Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 34% * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Fatigue +4% Resists +14% blight +11% mind +9% acid Mind.save +39 (+16 eff.) Confus- +32% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
395 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Demonbone2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Dex +7 Wil dps ---------- Dmg.mod +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Balasta' =-20% blind=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +5 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% cold Blind- +20% Teleport- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Jetrace the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% lightning +8% light +7% mind +21% darkness ----- def ----- Resists +7% darkness +3% lightning Affinity +5% light Max.HP +52.00 ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 126.60 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Flashrupture the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str dps ---------- Res.pen +5% mind Apr +6 ----- def ----- Resists +9% light +6% lightning ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
Tiromidir the Daybutcher [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light ----- def ----- Resists +5% arcane ---------- misc Infravis +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Zerig' [power 255] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +3% acid +9% fire +15% mind HP.reg +4.00 Disease- +20% Teleport- +20% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 255 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Kindleorder the ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+7 eff.) Res.pen +15% fire On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +20 (+10 eff.) Die.at -40.00 life Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Zubarin' [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Wil +4 Con dps ---------- Dmg.mod +15% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 * 20% chance to reduce strength, dexterity, and constitution by 24 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Mygas the ash wand of lightning storm [power 398] (24 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (398 total damage) Puts all charms on 24 cooldown 100% to heal for 42. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Chustir the Ghoul Paradox Mage level 20
60th Regrowth 123rd year of Ascendancy at 17:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Chustir the Ghoul Paradox Mage level 21
79th Regrowth 123rd year of Ascendancy at 12:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Chustir the Ghoul Paradox Mage level 10
17th Haze 122nd year of Ascendancy at 10:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Chustir the Ghoul Paradox Mage level 20
19th Regrowth 123rd year of Ascendancy at 01:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Chustir the Ghoul Paradox Mage level 20
47th Regrowth 123rd year of Ascendancy at 19:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Chustir the Ghoul Paradox Mage level 9
10th Haze 122nd year of Ascendancy at 15:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Chustir the Ghoul Paradox Mage level 9
14th Haze 122nd year of Ascendancy at 12:14 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Chustir the Ghoul Paradox Mage level 28
63rd Pyre 123rd year of Ascendancy at 03:12 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Chustir the Ghoul Paradox Mage level 24
24th Pyre 123rd year of Ascendancy at 01:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Chustir the Ghoul Paradox Mage level 17
7th Allure 123rd year of Ascendancy at 11:59 see stats
Log
Chustir is no longer tethered.
Talent Time Skip is ready to use.
Talent Dimensional Step is ready to use.
Talent Dust to Dust is ready to use.
Talent Redux is ready to use.
Talent Webs of Fate is ready to use.
Talent Entropy is ready to use.
Chustir is no longer surging arcane power.
Talent Hidden Resources is ready to use.
Resting starts...
Chustir retunes the fabric of spacetime.
Spacetime feels more stable.
Talent Rune: Shielding is ready to use.
Talent Precognition is ready to use.
Talent Rune: Shielding is ready to use.
Chustir retunes the fabric of spacetime.
Talent Time Stop is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Chustir picks up ( .): ash totem of healing 'Zubarin' [power 206] (15 cooldown).
You gain 19.83 gold from the transmogrification of Durylatharan (19-22 power, 3 apr, temporal element).
You gain 2.06 gold from the transmogrification of blink rune of the wizard (range 6; phase 19; cd 13).


























































































































