











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 28 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Xanuta the snow giant boulder thrower at level 26 on the 50th Haze 122nd year of Ascendancy at 19:11 / 2Killed by Emowyn the cold drake hatchling at level 28 on the 66th Haze 122nd year of Ascendancy at 19:05 |
Primary Stats
| Strength | 45 (base 25) |
| Dexterity | 19 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 75 (base 60) |
| Cunning | 56 (base 40) |
Resources
| Life | -497/1204 |
| Equilibrium | 64 |
| Healing Factor | 1.7372674059366 |
| Regeneration | 52.327749033539 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 49 |
| Crit Chance | 44% |
| APR | 40 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 49 |
| Crit Chance | 44% |
| APR | 40 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 42% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +33% |
| Physical | +8% |
| Cold | +20% |
| All | 0% |
| Darkness | +35% |
| Lightning | +29% |
| Mind | +3% |
| Fire | +8% |
| Nature | +29% |
Offense: Damage Penetration
| Acid | +12% |
| Blight | +17% |
| Physical | +12% |
| Cold | +12% |
| All | 0% |
| Darkness | +12% |
| Temporal | +10% |
| Lightning | +17% |
| Mind | +20% |
| Fire | +12% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 28.883307766991 (81.151787968034%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 15 |
| Physical Save | 30 |
| Spell Save | 30 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 35%( 70%) |
| All | + 10%( 70%) |
| Physical | + 32%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 39% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -331 life. The duration and life will increase by 1% for every 1% life you have lost (currently 799 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 has completed an elixir of the fox without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Obsidianwhisper the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to slow global speed by 64% * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal +5% arcane +12% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xerubrelle the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% mind +3% fire Max.HP +50.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Strikehunger' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +12% darkness +12% lightning Res.pen +5% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +18% darkness +3% blight Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | piercing ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Aeriletha the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+8 eff.) Dmg.mod +13% blight Res.pen +5% blight Phasing +30% ----- def ----- Resists +13% blight Phys.save +3 (+1 eff.) Max.HP +40.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Pitchhacker0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% darkness Res.pen +10% temporal ----- def ----- Resists +4% physical Max.HP +49.00 HP.reg +9.00 Heal.mod +12% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around neck | Hagund0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 6 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% physical +12% light +11% darkness Phys.save +11 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+4 eff.) Blind- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | Dagorain the Floegasher (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature This mindstar would symbiotize with another like it. The set is complete. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 64% * 11% chance to reduce armor by 27% While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature +6% cold ----- def ----- Resists +8% blight +6% cold Heal.mod +19% Heal/summ +45 Disease- +17% ---------- misc See.Invis +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Ulfochik1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% mind Melee Ret 4 mind ----- def ----- Resists +3% lightning Max.HP +33.00 Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In off hand | Dagorain the Floegasher (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature This mindstar would symbiotize with another like it. The set is complete. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 64% * 11% chance to reduce armor by 27% While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature +6% cold ----- def ----- Resists +8% blight +6% cold Heal.mod +19% Heal/summ +45 Disease- +17% ---------- misc See.Invis +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Airborn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sootvault (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +8 Str +6 Mag +3 Wil +4 Con dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +5% Phys.pwr +13 (+4 eff.) Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +3% darkness ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +8% physical +6% darkness +16% fire +19% lightning +8% cold Max.HP +49.00 A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 248; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 14; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 943% over 10 turns; mana 47; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 943% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shatter afflictions rune of the sneak (absorb 111; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 111 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 Cunning 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 duelist (range 70; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. 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. |
grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +34.00 Amulets make your neck look great! |
Snowdredge the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% acid +3% cold On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Defense +6 (+3 eff.) Resists +6% light +9% darkness Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
warrior's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
hateful dwarven-steel battleaxe of erosion (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Psionic Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature +14 darkness Against +10% Living Massive two-handed battleaxes. |
Flarelore the stralite dagger (26-34 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +9.0% Atk.spd 100% Phasing +30% On Hit.r1 +14 fire On Crit.r2 +8 fire On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) Res.pen +14% physical Acc +21 (+10 eff.) Apr +9 Melee Ret 2 physical Sharp, short and deadly. |
Icehacker the steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 blight +8 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: Stats +2 Str +8 Mag +5 Wil ----- def ----- Crit.chn- 10.00% Sharp, short and deadly. |
Nightfiend the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +16 mind While equipped: dps ---------- Dmg.mod +3% mind Acc +8 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Defense +7 (+3 eff.) Resists +6% mind +9% darkness Disarm- +28% Sharp, short and deadly. |
balanced dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
steel dagger 'Sunsin' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 light While equipped: dps ---------- Res.pen +10% light Acc +7 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +2% physical Mind.save +15 (+5 eff.) HP.reg +4.00 Poison- +20% Disarm- +24% ---------- misc Light +3 Sharp, short and deadly. |
thought-forged dwarven-steel dagger of erosion (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 mind +5 nature On Hit: * 13% chance to reduce all saves and defense by 36 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
hateful dwarven-steel greatsword of erosion (40-63 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Psionic Power 39.5 - 63.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness +14 nature Against +14% Living Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
truestriking steel longsword of massacre (24-33 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+3 eff.) Apr +8 Sharp, long, and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 44 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. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Eleyatira the Unlightswift (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 darkness On Crit.r2 +4 nature On Hit: * 20% chance to slow global speed by 64% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +6% light Res.pen +25% darkness +20% light ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
thorny mindstar of gales (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +9% cold +7% physical ----- def ----- Defense +20 (+10 eff.) Pinning- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of venom (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 acid Dmg.mod +6% acid Res.pen +7% acid ----- def ----- Resists +6% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cyrana the Smearrupture4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 nature While equipped: Stats +2 Dex +3 Mag +4 Wil +4 Cun dps ---------- Res.pen +7% physical Melee Ret 6 nature On Hit (Ranged): * 20% chance to slow global speed by 64% ---------- misc Infravis +2 See.Invis +3 Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash starstaff 'Betyda' (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Spell.crit +2% Phys.pwr +10 (+3 eff.) Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +12% mind +21% physical Res.pen +15% mind ----- def ----- Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 75.21 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. |
infernal ash magestaff of wizardry (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +13 (+7 eff.) Melee+ 18 fire Dmg.mod +15% lightning ---------- misc Max.mana +36.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of breaching (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [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% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning Res.pen +10% lightning ---------- misc Mana/turn +0.25 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [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% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness ----- def ----- Resists +8% darkness +8% temporal Def/telep +11 Res/telep +7% Dur/telep +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's stralite steamgun of fire4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing steel waraxe of phasing (13-18 power, 12 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage One-handed war axes. |
balanced steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% One-handed war axes. |
Mayolaith1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +6% fire +2% physical +6% cold Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
murderer's cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +4 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oozeshine (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +6% nature +18% fire Res.pen +5% nature ----- def ----- Resists +10% blight +27% fire +11% all Max.HP +54.00 HP.reg +2.10 Heal.mod +19% ---------- misc Mana/turn +0.20 Psi/turn +0.13 Light +3 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Stokeenvy' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Disrupt/Psionic While equipped: Stats +5 Mag +1 Wil +2 Cun dps ---------- Dmg.mod +32% mind On Melee Ret: * 7% chance to slow global speed by 64% * 8 arcane resource burn ----- def ----- Resists +3% darkness +9% cold +15% fire +32% mind +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire ---------- misc Mana/turn +0.25 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of protection (3 def, 3 armour)2.0 T4 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +13% all Phys.save +20 (+10 eff.) Spell.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gloomcast the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% arcane +6% darkness Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +2 Resists +5% arcane +9% nature 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. |
cinder hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 5 fire Dmg.mod +6% fire Acc +7 (+3 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +5% mind 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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +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. |
sand dwarven-steel gauntlets of the iron hand (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +9 Fatigue +3% Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% arcane Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lelydodur (0 def, 4 armour) =water=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Cun +7 Str dps ---------- Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +10% cold ---------- misc Max.psi +30.00 Breathe water 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 160.5 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. |
Zerymanik the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +10% cold Phys.save +15 (+7 eff.) Mind.save +25 (+8 eff.) Disarm- +20% ---------- misc Light +1 A cap made of leather. |
warlord's rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Wil +3 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% physical Phys.save +7 (+3 eff.) A cap made of leather. |
Gunirak (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% blight +3% arcane Res.pen +5% blight ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Mind.save +10 (+3 eff.) HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 44.81 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
impenetrable stralite mail armour of Eyal (4 def, 18 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Defense +4 (+2 eff.) Fatigue +12% Max.HP +53.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +18% darkness ---------- misc Light +1 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Islulera the Splendourblight (36 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +4 Defense +36 (+16 eff.) Fatigue +7% Resists +6% acid Spell.save +6 (+3 eff.) Die.at -60.00 life Max.HP +33.00 A suit of armour made of leather. |
cleansing cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +11% nature +6% mind Mind.save +12 (+4 eff.) A suit of armour made of leather. |
duelist's reinforced leather armour (16 def, 12 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +5 Cun +7 Dex ----- def ----- Armour +12 Defense +16 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
nimble hardened leather armour of the deep (14 def, 9 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +9 Defense +14 (+7 eff.) Fatigue +8% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
Wildmalice the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +6 Cun +4 Con dps ---------- Dmg.mod +9% acid Res.pen +15% acid On Hit (Melee): * 10% chance to slow global speed by 64% * 10% chance to reduce armor by 27% ----- def ----- Armour +13 Fatigue +22% Resists +6% nature +15% cold Mind.save +16 (+5 eff.) Max.HP +57.00 A suit of armour made of metal plates. |
steel plate armour 'Tidegrinder' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% cold Melee Ret 6 darkness 4 cold ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning +6% cold +6% mind Mind.save +13 (+4 eff.) A suit of armour made of metal plates. |
Gath the Cystzephyr, (0 def, 4 armour, 16-20 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +20 darkness On Hit.r1 +4 nature On Crit.r2 +20 temporal On Hit: * 20% chance to slow global speed by 64% While equipped: dps ---------- Dmg.mod +3% nature +6% temporal Res.pen +10% nature ----- def ----- Armour +4 Fatigue +8% Max.HP +61.00 ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of acid resistance (+21%) (0 def, 6 armour, 30-37 power, 86.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 While equipped: dps ---------- Melee+ 11 cold Melee Ret 8 ice ----- def ----- Armour +6 Fatigue +8% Resists +21% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of ash arrows 'Barayahor' (18/18, 32-46 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +14.5% Capacity 18 Proj.spd +200% Ranged+ +20 mind +20 physical On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
4 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. |
210 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
10 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. |
6 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Baranik (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +4 Res.pen +5% physical ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +44.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
pouch of dwarven-steel shots of corruption (14/22, 33-40 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 On Hit: 20% Curse of Defenselessness 3 Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Elille the yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +4 Wil +2 Cun +7 Con dps ---------- Dmg.mod +6% mind Heal yourself and all friendly characters within 10 spaces for 266 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Stormshaper [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning +5% fire Melee Ret 4 lightning ----- def ----- Resists +9% lightning Sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (157 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
7 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. |
4 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ryo the Thalore Wyrmic level 24
47th Haze 122nd year of Ascendancy at 09:47 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ryo the Thalore Wyrmic level 16
14th Dusk 122nd year of Ascendancy at 08:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ryo the Thalore Wyrmic level 23
37th Haze 122nd year of Ascendancy at 09:00 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Ryo the Thalore Wyrmic level 20
77th Dusk 122nd year of Ascendancy at 08:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ryo the Thalore Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 08:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ryo the Thalore Wyrmic level 20
76th Dusk 122nd year of Ascendancy at 14:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ryo the Thalore Wyrmic level 23
37th Haze 122nd year of Ascendancy at 15:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ryo the Thalore Wyrmic level 11
1st Summertide 122nd year of Ascendancy at 14:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ryo the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 03:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ryo the Thalore Wyrmic level 27
64th Haze 122nd year of Ascendancy at 14:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ryo the Thalore Wyrmic level 26
49th Haze 122nd year of Ascendancy at 23:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ryo the Thalore Wyrmic level 20
77th Dusk 122nd year of Ascendancy at 16:54 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ryo the Thalore Wyrmic level 26
50th Haze 122nd year of Ascendancy at 19:11 see stats
Log
--------------------------------
Bane of Confusion from Emowyn the cold drake hatchling hits Ryo for 35 darkness damage.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior is resurrected by the boneyard!
Ryo starts to bleed.
Armoured skeleton warrior shatters!
Ryo resists the knockback!
Armoured skeleton warrior hits Ryo for 94 physical, 11 physical, 16 physical, 42 physical, 12 physical, 16 physical, 57 physical (249 total damage).
Melee retaliation hits Armoured skeleton warrior for 42 cold, 10 mind, 8 blight, 42 cold, 10 mind, 8 blight, 42 cold, 9 mind, 7 blight (178 total damage).
Erupting Shadows hits Ryo for 26 darkness damage.
Emowyn the cold drake hatchling's River of Souls hits Ryo for 106 darkness damage.
--------------------------------
Emowyn the cold drake hatchling's spell attains critical power!
Ryo feels pain again.
Talent Gift of the Woods is ready to use.
Bane of Confusion from Emowyn the cold drake hatchling hits Ryo for 35 darkness damage.
Bleeding from Emowyn the cold drake hatchling hits Ryo for 21 physical damage.
Erupting Shadows hits Ryo for 29 darkness damage.
Emowyn the cold drake hatchling's River of Souls hits Ryo for 183 darkness damage.
--------------------------------
Ryo uses Gift of the Woods.
Ryo starts regenerating health quickly.
Emowyn the cold drake hatchling deactivates River of Souls.
Emowyn the cold drake hatchling casts Invoke Darkness.
Erupting Shadows hits Ryo for 29 darkness damage.
Emowyn the cold drake hatchling hits Ryo for 96 darkness damage.
Ryo the level 28 thalore wyrmic was swallowed by the void to death by Emowyn the cold drake hatchling on level 2 of Tempest Peak.



















































































































































