












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. 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. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.6.7Official 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:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Wall Clock 1.6.0Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer Evolutions 1.6.1Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.6.7Official 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.
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. 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. Alternate Zones Option 1.1.0Inferno Race Pack 1.4.0Adds a collection of my races. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Better Item Description 1.6.0This 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 Embers of Rage 1.6.7Official 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 1.6.0Quality 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Infinite Cat Points 1.4.0One Cat Point per level. 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. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Showing Items Tier in Inventory 1.6.0This 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 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. Simplified Prodigy Requirements 1.6.0The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Feling |
| Class | Rogue |
| Level / Exp | 28 / 64% |
| Size | small |
| Lifes / Deaths | Killed by Islomina the giant crystal rat at level 6 on the 76th Pyre 122nd year of Ascendancy at 21:04 / 14Killed by Aeretira the giant lightning ant at level 8 on the 2nd Mirth 122nd year of Ascendancy at 18:05 Killed by Ce'Neledheta the treant at level 8 on the 2nd Mirth 122nd year of Ascendancy at 20:11 Killed by Salyba the snow giant chieftain at level 15 on the 8th Flare 122nd year of Ascendancy at 10:31 Killed by ultimate gwelgoroth at level 16 on the 8th Flare 122nd year of Ascendancy at 23:29 Killed by Glorille the sandworm destroyer at level 20 on the 22nd Dusk 122nd year of Ascendancy at 00:27 Killed by Poltergeist Charged Focus at level 23 on the 41st Haze 122nd year of Ascendancy at 06:21 Killed by Yvyna the dredge captain at level 23 on the 41st Haze 122nd year of Ascendancy at 19:52 Killed by Yvyna the dredge captain at level 23 on the 41st Haze 122nd year of Ascendancy at 21:25 Killed by skeleton magus at level 24 on the 42nd Haze 122nd year of Ascendancy at 10:24 Killed by Belidheba the grave wight at level 24 on the 42nd Haze 122nd year of Ascendancy at 18:15 Killed by Aroth the elder vampire at level 24 on the 43rd Haze 122nd year of Ascendancy at 02:34 Killed by Gletta the gaeramarth at level 25 on the 43rd Haze 122nd year of Ascendancy at 18:52 Killed by Glorudarin the orc necromancer at level 28 on the 46th Haze 122nd year of Ascendancy at 05:24 |
Primary Stats
| Strength | 74 (base 58) |
| Dexterity | 41 (base 20) |
| Constitution | 24 (base 14) |
| Magic | 16 (base 1) |
| Willpower | 22 (base 1) |
| Cunning | 98 (base 58) |
Resources
| Life | 702/702 |
| Steam | 100/100 |
| Stamina | 171/171 |
| Psi | 112/112 |
| Healing Factor | 1.3782474226804 |
| Regeneration | 16.883530927835 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 49.301876994599 |
| See Invisible | 49.301876994599 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 84 |
| Crit Chance | 36% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 84 |
| Crit Chance | 38% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +23% |
| Darkness | +21% |
| Light | +29% |
| Nature | +30% |
| Blight | +33% |
| Arcane | +21% |
| Fire | +51% |
| All | +12% |
Offense: Damage Penetration
| Blight | +33% |
| Physical | +22% |
| Nature | +38% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 33 (38.536585365854%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 32 |
| Mental Save | 44 |
Defense: Resistances
| Blight | + 32%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 54%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 67%( 70%) |
| Physical | + 35%( 70%) |
| Lightning | + 47%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 68%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Poison Resistance | 30% |
| Disarm Resistance | 100% |
| Bleed Resistance | 90% |
| Teleport Resistance | 100% |
| Silence Resistance | 60% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 248% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| Race / Feling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Beyond the Flesh |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 135 - 190 Accuracy: 100 (knife) APR: 46 Crit Chance: +48% Crit mult: 192% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 56% chance to deflect up to 27 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
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 lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed bloated horror heart. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Duridusin (27-35.1 power, 10 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 27.0 - 35.1 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Res.pen +9% physical Acc +13 (+3 eff.) Apr +9 ----- def ----- Phys.save +9 (+3 eff.) Sharp, short and deadly. |
| On hands | Gilaronik (30 def, 2 armour) 1.5 T2 hands armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Melee+ 11 light Dmg.mod +7% light Apr +3 ----- def ----- Armour +2 Defense +30 (+8 eff.) Fatigue +3% Resists +9% light Disarm- +70% ---------- misc Stam/turn +3.00 Talents +2 Iron Grip Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Wil, 80% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 | Ce'Nytira the dwarven-steel helm (7 def, 4 armour) 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +18 Cun dps ---------- Spell.crit +2% Phys.pwr +9 (+3 eff.) Spell.pwr +20 (+8 eff.) S.pwr/crit +10 Dmg.mod +9% arcane Acc +9 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% Resists +10% physical +10% cold +11% fire Crit.dmg- 15.00% Phys.save +11 (+4 eff.) Mind.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Fulorath the pair of dwarven-steel boots (30 def, 4 armour) 3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +30 (+8 eff.) Fatigue -4% Resists +9% blight +20% light Phys.save +17 (+6 eff.) HP.reg +4.00 Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Max.enc +37 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron pickaxe 'Sulfurknave' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +7 Mag dps ---------- Dmg.mod +9% nature ----- def ----- Resists +6% fire +6% darkness +12% nature Crit.dmg- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'Nera the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% mind Max.HP +100.00 HP.reg +3.00 Silence- +10% Stun/Frz- +26% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 75.33 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Halyhek the Scorchpassion0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +24% fire ----- def ----- Fatigue -6% Resists +12% fire +8% physical HP.reg +3.00 Heal.mod +17% Cut- +60% ---------- misc Stam/turn +1.40 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Manigund the Blindrebel (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.0 - 23.4 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: Stats +7 Str +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +12% blight +11% physical Acc +28 (+6 eff.) ----- def ----- Defense +11 (+3 eff.) Disarm- +30% Sharp, short and deadly. |
| Around waist | rough leather belt 'Bogsmasher'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +9% nature +9% blight Res.pen +20% blight +25% nature Melee Ret 6 nature ----- def ----- Resists +6% blight Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) A belt that goes around your waist. |
| In off hand | chilling stralite dagger of shearing (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 28.5 - 37.1 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +25 cold While equipped: dps ---------- Res.pen +13% all Acc +21 (+4 eff.) Apr +13 Sharp, short and deadly. |
| Cloak | Dourfury (2 def, 9 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +9% darkness +15% fire Acc +8 (+2 eff.) Apr +7 ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +24% lightning +21% fire +9% darkness +22% cold Max.HP +48.00 Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+9 eff.) Mind.save +15 (+5 eff.) HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
healing infusion of the duelist (heal 187; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 32%; magical, physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the wild infusion's secondary power to reduce all damage taken by 32% for 2 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, temporal, fire, arcane, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 temporal, 5 fire, 4 arcane, 4 cold 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Scorchonslaught0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% fire Melee Ret 6 lightning ----- def ----- Resists +18% lightning +15% fire Stun/Frz- +32% Amulets can have magical properties. |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck dps ---------- Acc +11 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Unseen.red 14% Amulets can have magical properties. |
Beluma the Lighttrial0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Wil +5 Cun dps ---------- Dmg.mod +6% light ----- def ----- Defense +10 (+3 eff.) Crit.dmg- 10.00% ---------- misc Infravis +3 See.Invis +12 Rings can have magical properties. |
marksman's copper ring of aether (+12%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% arcane Acc +8 (+2 eff.) ----- def ----- Resists +12% arcane Rings can have magical properties. |
pixie's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +10 Cun +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 17 physical Ranged+ 16 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 24 On Hit (Ranged): * 14% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savior's copper ring of frost (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+3 eff.) Rings can have magical properties. |
Fogwasp the steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 12.5 - 16.3 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 nature +20 cold While equipped: dps ---------- Dmg.mod +27% darkness +30% cold Res.pen +20% darkness Melee Ret 8 darkness ----- def ----- Resists +12% cold Sharp, short and deadly. |
Sparkstinger the iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 9.5 - 12.4 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +25% lightning ----- def ----- Resists +5% arcane Die.at -40.00 life Max.HP +30.00 HP.reg +4.00 Silence- +20% Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 100% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 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. |
acidic steel dagger of vileness (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 blight On Hit: * 15% chance to reduce strength, dexterity, and constitution by 19 On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Sharp, short and deadly. |
acidic stralite dagger of shearing (25-32.5 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 25.0 - 32.5 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Res.pen +13% all Acc +21 (+4 eff.) Apr +10 Sharp, short and deadly. |
chilling dwarven-steel dagger (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 16.5 - 21.4 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 cold Sharp, short and deadly. |
dwarven-steel dagger of massacre (32-41.6 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 32.0 - 41.6 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
flaming dwarven-steel dagger (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.0 - 23.4 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 fire Sharp, short and deadly. |
flaming steel dagger of massacre (21-27.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 21.0 - 27.3 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 90% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Betayassra the Magmastone (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 28.0 - 42.0 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +20 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +30% arcane Res.pen +25% fire ----- def ----- Resists +12% fire Massive two-handed mauls. |
hateful dwarven-steel greatmaul of erosion (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature/Psionic Power 41.5 - 62.3 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 nature +20 darkness Against +19% Living Massive two-handed mauls. |
Aerura the Healstoker (39.5-63.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 39.5 - 63.2 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 nature +20 mind While equipped: dps ---------- Dmg.mod +30% nature Melee Ret 8 mind ----- def ----- Resists +15% mind Massive two-handed swords. |
dwarven-steel greatsword of evisceration (33.5-53.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.5 - 53.6 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +16 (+5 eff.) Massive two-handed swords. |
Winterglean (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +8.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% physical Acc +11 (+2 eff.) ----- def ----- Armour +6 Defense +41 (+10 eff.) Resists +4% physical +9% cold Die.at -80.00 life Disarm- +38% Sharp, long, and deadly. |
flaming dwarven-steel longsword of paradox (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 22.0 - 30.8 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 temporal On Hit.r1 +14 fire While equipped: ----- def ----- Resists +14% temporal Sharp, long, and deadly. |
truestriking dwarven-steel longsword of crippling (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 23.5 - 32.9 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Res.pen +11% physical Acc +12 (+3 eff.) Apr +10 ----- def ----- Resists +10% blight Sharp, long, and deadly. It was hardened by the digestive sack. |
Floerage (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 cold On Crit.r2 +16 mind +16 cold On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +18% mind +9% cold ----- def ----- Resists +12% mind Mind.save +7 (+3 eff.) ---------- misc Max.psi +34.00 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. |
Poltergeist's Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [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+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+5 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Armour +3 Resists +15% lightning +3% all 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. |
mighty reinforced leather sling of recursion4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: Stats +6 Str dps ---------- Phys.pwr +13 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Chargegrit the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +8% Spell.pwr +9 (+5 eff.) Dmg.mod +41% lightning +24% mind ----- def ----- Resists +21% lightning ---------- misc Mana/turn +0.28 Max.mana +72.00 Max.psi +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite steamgun 'Ametomnir'4.0 T4 steamgun 1H weapon Reqs Shoot [Random Unique] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +37 lightning +37 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +26.0% Mov.spd +39% Dmg.mod +15% acid Res.pen +18% lightning +16% cold Acc +26 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +12% temporal +9% fire Disarm- +20% Knockbk- +0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Malanarirek the Coalbore (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Melee+ +12 temporal On Hit.r1 +8 temporal +14 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +21% temporal Res.pen +15% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw (21.5-32.25 power, 0 apr)3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +11 (+3 eff.) Fatigue -5% Stealth +7 ---------- misc Max.enc +28 A belt that goes around your waist. |
insulating hardened leather belt of life1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +8% fire +11% cold HP.reg +2.40 Heal.mod +18% A belt that goes around your waist. |
insulating hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Resists +10% fire +11% cold Mind.save +11 (+4 eff.) A belt that goes around your waist. |
Cobrawalker the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +8 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +12% nature Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellslace (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +7 Cun +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +9% mind Res.pen +25% fire ----- def ----- Defense +1 (+0 eff.) Max.HP +36.00 ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- 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. |
cashmere cloak 'Chalurain' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +12 Str +7 Dex +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +30 (+8 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +18 (+6 eff.) ---------- misc Psi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Turig' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +8 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +12% physical Res.pen +25% mind Apr +5 Melee Ret 10 physical ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Phys.save +9 (+3 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Send out a range 5 beam of kinetic energy, dealing 54.12 to 67.65 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
linen robe 'Aerudosta' (10 def, 4 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +6% nature +7% all Poison- +26% Disease- +26% Confus- +20% Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +13% acid +13% physical +13% cold +15% nature +13% fire ----- def ----- Resists +13% acid +14% physical +14% fire +14% cold +9% all HP.reg +0.00 Poison- +31% Disease- +26% Cut- +0% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shinevile the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +25% light +15% lightning Melee Ret 8 light ----- def ----- Armour +1 HP.reg +3.00 Heal.mod +12% ---------- misc Light +2 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
fleetfooted pair of hardened leather boots of void walking (13 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +10 Dex dps ---------- Res.pen +15% darkness +16% temporal ----- def ----- Armour +3 Defense +13 (+3 eff.) Resists +22% darkness +22% temporal Def/telep +22 Res/telep +16% Dur/telep +22% A pair of boots made of leather. |
pair of iron boots 'Liselereda' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +10 Dex dps ---------- Phys.pwr +15 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% Phys.save +0 (+0 eff.) Die.at -80.00 life HP.reg +3.00 Heal.mod +12% Pinning- +0% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Belyrimitta' (15 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +15 (+4 eff.) Crit.dmg- 10.00% Phys.save +22 (+8 eff.) Mind.save +19 (+7 eff.) Heal.mod +20% Disarm- +52% Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Weepriver (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue +1% Crit.dmg- 15.00% ---------- misc Infravis +2 A cap made of leather. |
cashmere wizard hat 'Layenn' (27 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Dmg.mod +16% mind Apr +10 ----- def ----- Defense +27 (+7 eff.) Resists +16% mind Phys.save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Xaneda' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +0 Cun dps ---------- Dmg.mod +21% physical Acc +30 (+6 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +21% acid +11% fire +10% cold Mind.save +0 (+0 eff.) A cap made of leather. |
hardened leather hat 'Dagyrim' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +8 Dex dps ---------- Dmg.mod +9% acid Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +15% acid 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 458.1 Physical damage. If the attack hits, the target is confused (39% 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 hat made of leather. Very stylish. |
insulating iron helm of constitution (+4) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of dexterity (+7) (0 def, 7 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +7 Dex ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubodhewe the Splendourtreason (3 def, 8 armour)14.0 T3 heavy armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% acid +9% light Res.pen +25% light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +8% mind +18% light Mind.save +18 (+6 eff.) ---------- misc Light +3 A suit of armour made of mail. |
stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +27% fire A suit of armour made of mail. |
Zubyrin the hardened leather armour (14 def, 13 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) Dmg.mod +15% blight Res.pen +10% temporal ----- def ----- Armour +13 Defense +14 (+4 eff.) Fatigue +8% Resists +9% temporal HP.reg +5.60 Poison- +0% Disease- +0% Cut- +0% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.60 A suit of armour made of leather. |
drakeskin leather armour 'Hellvengeance' (30 def, 16 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +4 Wil +9 Cun dps ---------- Dmg.mod +12% arcane +12% fire Melee Ret 10 blight ----- def ----- Armour +16 Defense +30 (+8 eff.) Fatigue +8% Resists +10% mind +30% cold Mind.save +25 (+9 eff.) A suit of armour made of leather. |
reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +56.00 HP.reg +9.00 Heal.mod +18% A suit of armour made of leather. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% acid HP.reg +3.20 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
2 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. |
356 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +7% mind +7% fire ----- def ----- Mind.save +7 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
4 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +14% ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
4 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. |
powerful healing salve [power 554] powerful healing salve [power 554]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 50% cooldown modifier. Heal 554 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
iron torque of psionic shield [power 29] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Bethunn the ash wand of lightning storm [power 206] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +8 Wil dps ---------- Spell.crit +4% S.pwr/crit +8 Res.pen +25% blight Melee Ret 10 arcane ---------- misc Vim/s.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Zandur the Feling Rogue level 14
7th Flare 122nd year of Ascendancy at 18:26 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Zandur the Feling Rogue level 26
44th Haze 122nd year of Ascendancy at 11:10 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Zandur the Feling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 14:07 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Zandur the Feling Rogue level 20
21st Dusk 122nd year of Ascendancy at 18:46 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Zandur the Feling Rogue level 22
77th Dusk 122nd year of Ascendancy at 17:02 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Zandur the Feling Rogue level 7
78th Pyre 122nd year of Ascendancy at 09:45 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Zandur the Feling Rogue level 18
16th Dusk 122nd year of Ascendancy at 16:02 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Zandur the Feling Rogue level 18
6th Dusk 122nd year of Ascendancy at 07:13 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Zandur the Feling Rogue level 22
41st Haze 122nd year of Ascendancy at 03:57 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Zandur the Feling Rogue level 17
9th Flare 122nd year of Ascendancy at 20:39 see stats
Log
Skeleton master archer uses Crippling Shot.
Zandur slows down.
Skeleton master archer shoots!
Zandur's light area effect hits Skeleton master archer for (38 absorbed), 0 light (0 total damage).
Skeleton master archer's Crippling Shot hits Zandur for (27 parried), 83 physical (83 total damage).
Skeleton master archer's Shoot misses Zandur.
Zandur picks up (L.): flaming dwarven-steel longsword of paradox (22-30.8 power, 4 apr).
You pickup 2.70 gold pieces.
Talent Hidden Blades is ready to use.
Talent Heartseeker is ready to use.
Zandur's light area effect hits Skeleton master archer for (38 absorbed), 0 light (0 total damage).
Zandur uses Fan of Knives.
The shield around skeleton master archer crumbles.
Zandur's Fan of Knives hits Skeleton master archer for (54 absorbed), 61 physical, 12 light, 16 light (89 total damage).
Zandur receives 2 healing from Bloodcaller.
Zandur's Fan of Knives killed Skeleton master archer!
Zandur picks up (P.): mighty reinforced leather sling of recursion.
Zandur uses Infusion: Wild.
Zandur speeds up.
Zandur is cured!
Zandur deactivates Leeching Poison.
Zandur deactivates Beyond the Flesh.
Zandur deactivates Volatile Poison.
Zandur deactivates Apply Poison.
Zandur deactivates Quickdraw.
























































































































































