











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.7.0Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Showing Items Tier in Inventory 1.7.2This 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 Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 31 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 4 on the 76th Pyre 122nd year of Ascendancy at 14:27 3 / 4Killed by Ivothra the alchemist golem at level 27 on the 47th Dusk 122nd year of Ascendancy at 04:52 Killed by Ce'Nitta the orc grand master assassin at level 31 on the 20th Haze 122nd year of Ascendancy at 04:21 Killed by Chacor at level 31 on the 20th Haze 122nd year of Ascendancy at 04:26 |
Primary Stats
| Strength | 28 (base 24) |
| Dexterity | 56 (base 38) |
| Constitution | 35 (base 26) |
| Magic | 55 (base 45) |
| Willpower | 22 (base 2) |
| Cunning | 43 (base 33) |
Resources
| Life | 716/716 |
| Mana | 340/340 |
| Stamina | 233/233 |
| Positive | 140/140 |
| Healing Factor | 1.4016660017317 |
| Regeneration | 17.867443844589 |
Speed
| Mental | -3.4194869158455E-12% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | -3.4194869158455E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 52 |
| Crit Chance | 26% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 52 |
| Crit Chance | 26% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +12% |
| Fire | +2% |
| Physical | +14% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +30% |
| Physical | +7% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.118138619369 (56.297102139833%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 16 |
| Physical Save | 30 |
| Spell Save | 43 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 37%( 70%) |
| Physical | + 31%( 70%) |
| Lightning | + 36%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 27% |
| Confusion Resistance | 10% |
| Knockback Resistance | 45% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic 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 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Shadow magic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Lethality | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Delutar (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +3 Con dps ---------- Phys.crit +3.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +6% physical Res.pen +7% physical ----- def ----- Armour +3 Resists +4% physical Die.at -40.00 life Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Getitoyon' (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.pwr +8 (+2 eff.) Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +8% physical +6% darkness +6% cold Phys.save +6 (+3 eff.) Mind.save +9 (+3 eff.) HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Aretta the Blackdare (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Dex +6 Cun +4 Con dps ---------- Mind.crit +1% Phys.pwr +20 (+6 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +3% darkness Acc +8 (+3 eff.) Apr +14 ----- def ----- Armour +3 Resists +1% physical Phys.save +12 (+6 eff.) Mind.save +6 (+2 eff.) 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. |
| Tool | Runuran [power 425] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex +3 Wil dps ---------- Mind.crit +4% ---------- misc Equi/ret +0.08 Infravis +2 Project a gust of wind in a cone knocking enemies back 13 spaces and dealing 484 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hanyhek the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Res.pen +10% acid Acc +20 (+6 eff.) Apr +2 ----- def ----- Armour +8 Defense +10 (+4 eff.) Resists +2% physical Max.HP +32.00 Disarm- +27% Pinning- +22% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Eremaneg0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Defense +15 (+5 eff.) Resists +15% lightning Spell.save +12 (+4 eff.) HP.reg +4.00 Disease- +20% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Burnwalker the voratun dagger (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Arcane Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 acid +20 fire +12 cold On Crit.r2 +12 acid +8 fire On Hit: * 20% chance to reduce armor by 32% While equipped: dps ---------- Res.pen +10% acid +25% fire ----- def ----- Resists +6% fire Sharp, short and deadly. |
| Around waist | Dourrace1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Res.pen +5% fire ----- def ----- Resists +3% darkness HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
| In off hand | Daimalathalach (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Arcane Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +16 mind +13 fire On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +2 Wil ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Sharp, short and deadly. |
| Cloak | Falykhad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Spell.save +9 (+3 eff.) Max.HP +30.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gleamwasp (23 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +16 Defense +23 (+7 eff.) Fatigue +12% Resists +9% acid +8% physical +8% lightning +7% fire +9% nature +8% cold Crit.dmg- 15.00% Knockbk- +20% ---------- misc Light +3 See.Invis +3 A suit of armour made of mail. |
Inventory
regeneration infusion of the duelist (heal 250; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 96; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 95.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 warrior (absorb 106; 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 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 106 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. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
Hellwar0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +2% Phys.pwr +6 (+2 eff.) Res.pen +5% fire Melee Ret 4 mind ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 103.20 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing steel dagger of paradox (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Keroddagar4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Phys.pwr +9 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +9% mind Res.pen +10% mind ---------- misc Equi/ret +0.24 Longbows are used to shoot arrows at your foes. |
steel longsword 'Furnacepierce' (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +2 Dex +11 Mag +2 Con dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +30% ---------- misc Infravis +3 See.Invis +9 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 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 (+4 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 18 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. |
Duvogar the vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind Res.pen +10% blight ----- def ----- Resists +9% blight Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.hate +8.00 Max.psi +21.00 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. |
Malurosin the Moldcrack (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature +15% mind Res.pen +10% nature Melee Ret 10 mind ----- def ----- Resists +3% blight +21% fire Disease- +13% ---------- 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. |
protector's pulsing mindstar of storms (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Disrupt Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 8 lightning Dmg.mod +11% lightning Res.pen +12% lightning ----- def ----- Resists +6% lightning +6% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
Fulorath the Glintspike4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 light While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Resists +5% physical +6% nature +9% light Max.HP +80.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Umbrasnake'4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +8 Cun +6 Str dps ---------- Phys.spd +10% Dmg.mod +9% darkness On Hit (Ranged): * 20% chance to reduce damage dealt by 18% Slings are used to hurl stones or metal shots at your foes. |
balanced blue-steel trident of amnesia (20-33 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Master/Psionic Power 20.5 - 32.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +13 (+5 eff.) Fatigue -6% Stealth +8 ---------- misc Max.enc +30 A belt that goes around your waist. |
Islayarin the woollen robe (3 def, 3 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil +1 Con dps ---------- Dmg.mod +11% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% darkness +11% physical +11% mind +9% all Phys.save +27 (+12 eff.) Spell.save +14 (+5 eff.) Mind.save +22 (+7 eff.) ---------- misc Infravis +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of dwarven-steel boots 'Eilinassra' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag dps ---------- Dmg.mod +15% blight Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +4 Fatigue +3% Resists +9% fire +11% cold ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayeta (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +6% temporal +12% nature +5% all Phys.save +10 (+5 eff.) Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockdredge the hardened leather hat (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% blight Res.pen +20% acid Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +7 Fatigue +3% Resists +6% lightning ---------- misc Infravis +3 A hat made of leather. Very stylish. |
Torubers the Eclipsequick (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Dmg.mod +15% fire +9% mind +9% darkness Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Defense +2 (+1 eff.) Resists +22% fire Mind.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
bladed hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% cold ---------- misc 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 136.4 Physical damage. If the attack hits, the target is confused (40% 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 cap made of leather. |
cleansing dwarven-steel helm of precognition (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: Stats +4 Cun dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +5% nature +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +6% temporal +17% light +5% physical ----- def ----- Defense +2 (+1 eff.) Resists +18% light A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Mind.save +11 (+4 eff.) A cap made of leather. |
Foggore (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Mind.pwr +30 (+12 eff.) Res.pen +25% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +21% fire ---------- misc Psi/ret +0.08 A suit of armour made of leather. |
rejuvenating cured leather armour of natural resilience (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% nature +12% blight D.Red.from +5% Unnatural HP.reg +3.80 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
searing reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 10 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +13% acid +15% fire +9% physical Phys.save +15 (+7 eff.) A suit of armour made of leather. |
Emelara the quiver of yew arrows (18/18, 36-50 power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 blight +20 temporal +8 arcane On Crit.r2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Arrows are used with bows to pierce your foes to death. |
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. |
434 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism 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. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
Vilepanic (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +8% nature Res.pen +5% light ----- def ----- Resists +9% light +11% nature +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 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. |
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. |
Freezesever (20/20, 43-52 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +20 cold +20 mind +20 light On Hit.r1 +12 cold On Crit.r2 +20 cold Shots are used with slings to pummel your foes to death. |
chilling pouch of dwarven-steel shots of grasping (18/18, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Nature Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +11 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Vorabeth the Glintvault [power 400] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +8 Dmg.mod +6% arcane Res.pen +25% light +20% arcane Phasing +10% ---------- misc Max.mana +40.00 Project a gust of wind in a cone knocking enemies back 13 spaces and dealing 456 physical damage Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
5 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. |
Arimina [power 302] (15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+3 eff.) ---------- misc Max.hate +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage 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. |
Hathyran the ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Armour +10 Resists +12% light Max.HP +40.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
7 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. |
11 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. |
Achievements
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Chacor the Cornac Adventurer level 31
3rd Haze 122nd year of Ascendancy at 19:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Chacor the Cornac Adventurer level 24
20th Dusk 122nd year of Ascendancy at 07:48 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Chacor the Cornac Adventurer level 28
59th Dusk 122nd year of Ascendancy at 16:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Chacor the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 23:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Chacor the Cornac Adventurer level 20
5th Dusk 122nd year of Ascendancy at 20:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Chacor the Cornac Adventurer level 30
78th Dusk 122nd year of Ascendancy at 10:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Chacor the Cornac Adventurer level 21
12nd Dusk 122nd year of Ascendancy at 13:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Chacor the Cornac Adventurer level 8
78th Pyre 122nd year of Ascendancy at 13:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Chacor the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 14:31 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Chacor the Cornac Adventurer level 24
20th Dusk 122nd year of Ascendancy at 10:48 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Chacor the Cornac Adventurer level 22
18th Dusk 122nd year of Ascendancy at 03:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Chacor the Cornac Adventurer level 16
10th Flare 122nd year of Ascendancy at 10:29 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Chacor the Cornac Adventurer level 31
20th Haze 122nd year of Ascendancy at 04:26 see stats
Log
Chacor hits Something for 16 light, 16 light, 8 mind, 8 fire (50 total damage).
Chacor hits Worm that walks (servant of Ce'Nitta the orc grand master assassin) for 171 physical, 2 acid, 21 fire, 12 cold, 21 light, 17 light, 34 darkness, 123 physical, 21 light, 17 light, 34 darkness, 17 mind, 14 fire (503 total damage).
Something performs a melee critical strike against Chacor!
Chacor is covered in acid!
Something performs a melee critical strike against Chacor!
Chacor is recovering from the damage!
Chacor become impervious to physical effects.
Chacor is crippled.
Ce'Nitta the orc grand master assassin aims carefully.
Something hits Chacor for 218 physical, 7 acid, 11 fire, 148 physical, 9 acid, 13 fire (406 total damage).
Ce'Nitta the orc grand master assassin uses Greater Weapon Focus.
Ce'Nitta the orc grand master assassin uses Venomous Strike.
Ce'Nitta the orc grand master assassin performs a melee critical strike against Chacor!
Chacor deactivates Second Life.
Chacor has been healed by a blast of positive energy!
Greater Weapon Focus from Ce'Nitta the orc grand master assassin performs a melee critical strike against Chacor!
Ce'Nitta the orc grand master assassin roars triumphantly.
Chacor receives 296 healing.
Ce'Nitta the orc grand master assassin hits Chacor for 0 nature, 10 acid, 14 fire (24 total damage).
Greater Weapon Focus from Ce'Nitta the orc grand master assassin hits Chacor for 589 nature damage.
Chacor the level 31 cornac adventurer was slimed to death by Ce'Nitta the orc grand master assassin on level 1 of Ruined Dungeon.
Ce'Nitta the orc grand master assassin prepares for the next kill!
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Greater Weapon Focus from Ce'Nitta the orc grand master assassin killed Chacor!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





















































































































