











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 18 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Erndar at level 15 on the 18th Haze 122nd year of Ascendancy at 02:08 2 / 4Killed by corrupted gigantic sandworm tunneler at level 18 on the 25th Haze 122nd year of Ascendancy at 11:34 Killed by Koch the Bringer of Doom at level 18 on the 25th Haze 122nd year of Ascendancy at 21:17 Killed by Erndar at level 18 on the 25th Haze 122nd year of Ascendancy at 21:24 |
Primary Stats
| Strength | 46 (base 29) |
| Dexterity | 55 (base 46) |
| Constitution | 19 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 33 (base 18) |
Resources
| Life | 498/498 |
| Stamina | 216/216 |
| Paradox | 300 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 3.5073100587054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 12 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 61 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Lightning | +40% |
| Physical | +17% |
| Acid | +20% |
| All | +5% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +10% |
| Darkness | +15% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (69.687909656376%) |
| Defense | 51 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 11 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Physical | + 2%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Darkness | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 34% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed black mamba head. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Woenaught the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Phys.save +10 (+4 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
| Quiver | psychokinetic quiver of ash arrows (12/12, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 12 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 69.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 69.66 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | miner's rough leather cap of precognition (5 def, 3 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Cun dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
| Tool | ash totem of healing 'Hettazilasta' [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Mag ----- def ----- Resists +12% darkness ---------- misc Infravis +2 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | voratun ring 'Hathalavor'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +15 (+8 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +9% acid +5% all Res.pen +10% mind +5% acid ----- def ----- Resists +15% acid Mind.save +10 (+5 eff.) Blind- +23% Confus- +34% ---------- misc Infravis +5 See.Stealth +12 See.Invis +8 Rings make your fingers look great! |
| Around waist | blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Olychik the ash longbow4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +23 lightning While equipped: Stats +6 Str +3 Cun +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +35% lightning ----- def ----- Crit.chn- 15.00% Longbows are used to shoot arrows at your foes. |
| On hands | Anugas (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +6% acid Res.pen +5% blight ----- def ----- Armour +2 Resists +5% arcane Phys.save +23 (+9 eff.) Max.HP +100.00 ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Duvustir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +12% physical Res.pen +5% blight Acc +5 (+1 eff.) Melee Ret 2 blight ----- def ----- Defense +1 (+0 eff.) Resists +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 578%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 578% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 16; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune (damage 77; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 76.80 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. |
acid wave rune of the wizard (damage 73; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 72.96 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 133; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 133 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Lustreenvy the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% light ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
copper ring 'Neroriakira'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Cun +3 Wil ----- def ----- Resists +5% nature +6% blight Poison- +14% Disease- +12% Rings make your fingers look great! |
Nerybrenne the Brightspiker0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Mind.crit +1% ----- def ----- Resists +18% fire Max.HP +24.00 Disarm- +24% Pinning- +26% Knockbk- +20% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
ash vilestaff (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego+] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +7 (+2 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +15% cold Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 70.50 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of might (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel battleaxe of erosion (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +41% Massive two-handed battleaxes. |
dwarven-steel battleaxe of projection (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
acidic steel greatsword of evisceration (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Massive two-handed swords. |
flaming steel longsword of massacre (24-33 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, long, and deadly. |
arcing steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage One-handed war axes. |
balanced steel waraxe of erosion (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% One-handed war axes. |
balanced steel waraxe of erosion (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +27% One-handed war axes. |
steel waraxe of massacre (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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. |
warbringer's iron dagger of massacre (17-22 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
Flashclash (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 lightning On Crit.r2 +12 mind On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Mag +3 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+3 eff.) Sharp, short and deadly. |
flaming steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
hateful steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +8 darkness Against +7% Living Sharp, short and deadly. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
enhanced elm longbow of piercing4.0 T1 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Res.pen +8% all Acc +11 (+2 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
flaming quiver of elm arrows of erosion (16/16, 16-22 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Nature Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Ranged+ +8 nature On Hit.r1 +9 fire Arrows are used with bows to pierce your foes to death. |
acidic quiver of ash arrows of crippling (17/17, 20-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (14/14, 22-31 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of paradox (17/17, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
acidic pouch of steel shots of accuracy (13/13, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 13 On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Shots are used with slings to pummel your foes to death. |
chilling pouch of steel shots (16/16, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +5 cold Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of accuracy (14/14, 40-48 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +11 Apr +3 Crit +5.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
acidic steel shield of temporal resistance (+11%) (0 def, 4 armour, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +11% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Gubrema (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane +9% cold +24% nature +11% all Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +60.00 HP.reg +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.49 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +20.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% lightning A suit of armour made of leather. |
cured leather armour of the wind (13 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Apr +6 ----- def ----- Armour +4 Defense +13 (+4 eff.) Fatigue +7% ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 68 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
enlightening steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% darkness +6% physical Mind.save +12 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+5 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +26.00 A suit of armour made of mail. |
dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +7% Phys.save +5 (+3 eff.) A suit of armour made of mail. |
enlightening steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +10% blight Mind.save +11 (+6 eff.) Max.HP +26.00 A suit of armour made of metal plates. It was hardened by the digestive sack. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Searwreath'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% mind +3% fire Phys.save +6 (+3 eff.) Max.HP +34.00 Disease- +10% Stun/Frz- +20% A belt that goes around your waist. |
Crackleclamor the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% acid ----- def ----- Resists +9% lightning +3% nature +5% arcane +9% acid Phys.save +7 (+3 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves of archery (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 7 blight Dmg.mod +3% blight ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 nature Dmg.mod +5% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 10 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cuthethad the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal +19% nature +6% mind HP.reg +2.00 Silence- +20% Disarm- +10% Pinning- +10% A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Heatbreacher' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% fire Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Defense +2 (+1 eff.) Resists +22% lightning +27% fire A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.48 to 124.43 lightning damage (82.96 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
2 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. |
4 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
227 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. |
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. |
iron pickaxe of Reknor (dig speed 20 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
ash totem of stinging [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 185 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of stinging [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 178 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Erndar the Shalore Archer level 15
71st Dusk 122nd year of Ascendancy at 05:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Erndar the Shalore Archer level 10
7th Dusk 122nd year of Ascendancy at 19:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Erndar the Shalore Archer level 6
1st Mirth 122nd year of Ascendancy at 13:26 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Erndar the Shalore Archer level 15
16th Haze 122nd year of Ascendancy at 06:47 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Erndar the Shalore Archer level 18
25th Haze 122nd year of Ascendancy at 21:24 see stats
Log
Erndar uses Fragmentation Shot.
Koch the Bringer of Doom's spell attains critical power!
Your shield crumbles under the damage!
The shield around Erndar crumbles.
Erndar is afflicted by a decrepitude disease!
Ghoul hits Erndar for (121 absorbed), 0 cold, (43 absorbed), 28 darkness (28 total damage).
Talent Pin Down is ready to use.
The shield around golem (servant of Koch the Bringer of Doom) crumbles.
Golem (servant of Koch the Bringer of Doom) is crippled.
Koch the Bringer of Doom is crippled.
Koch the Bringer of Doom is knocked back!
Koch the Bringer of Doom casts Rigor Mortis.
Darkness pulsates around Koch the Bringer of Doom!
Erndar feels death coming!
Erndar's Fragmentation Shot hits Golem (servant of Koch the Bringer of Doom) for (100 absorbed), 41 physical, 32 lightning, 16 physical (90 total damage).
Erndar's Fragmentation Shot hits Koch the Bringer of Doom for 99 physical, 32 lightning, 14 physical, 126 physical, 117 physical, 32 lightning, 14 physical (435 total damage).
Decrepitude Disease from Koch the Bringer of Doom hits Erndar for 16 blight damage.
Koch the Bringer of Doom hits Erndar for 169 cold damage.
Erndar the level 18 shalore archer was frozen to death by Koch the Bringer of Doom on level 1 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Koch the Bringer of Doom killed Erndar!
Saving game...
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!












































































































