










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Cultist Rebalance 1.7.3I have played a lot of cultist and I wanted to try to fix some things wrong with it by giving it more build options, especially with the rift tree. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Schizophrenic Class 1.7.4Adds the Schizophrenic class. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Moderately Extended Possessors 1.7.4Improvements to the Possessor class. Original by Velk, with fixes and tweaks by mannendake. 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. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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:
Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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: Bastion 1.5.10A complete rework for Bulwark. More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Items Vault 1.7.0Donators/Buyers bonus! Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.7.0Allows 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 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] 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.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a 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.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Wrathwrought |
| Class | Mana Knight |
| Level / Exp | 18 / 82% |
| Size | big |
| Lifes / Deaths | Killed by patchwork troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 02:30 0 / 6Killed by Assassin Lord at level 12 on the 9th Dusk 122nd year of Ascendancy at 07:23 Killed by Assassin Lord at level 12 on the 9th Dusk 122nd year of Ascendancy at 07:35 Killed by thief at level 17 on the 74th Dusk 122nd year of Ascendancy at 20:10 Killed by Zubilrata the Guardian at level 18 on the 33rd Haze 122nd year of Ascendancy at 09:18 Killed by Belomira the thief at level 18 on the 34th Haze 122nd year of Ascendancy at 11:11 |
Primary Stats
| Strength | 28 (base 16) |
| Dexterity | 18 (base 13) |
| Constitution | 26 (base 20) |
| Magic | 60 (base 42) |
| Willpower | 62 (base 34) |
| Cunning | 24 (base 11) |
Resources
| Life | -21/439 |
| Essence | 34/100 |
| Healing Factor | 1.2008293127477 |
| Regeneration | 19.513476332151 |
Speed
| Mental | 0% |
| Attack | +8% |
| Movement | +10% |
| Spell | +8% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 55 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 23% |
| Speed | 0.92592592592593 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 19% |
| Speed | 0.92592592592593 |
Offense: Damage Bonus
| Mind | +11% |
| Physical | +6% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 44 (78%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 19 |
| Physical Save | 41 |
| Spell Save | 49 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 48%( 82%) |
| Arcane | + 48%( 82%) |
| Mind | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Darkness | + 10%( 70%) |
| Temporal | + 59%( 82%) |
| Cold | + 8%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 2%( 62%) |
Defense: Immunities
| Stun Resistance | 8% |
| Confusion Resistance | 29% |
| Fear Resistance | 10% |
| Pinning Resistance | 8% |
| Instadeath Resistance | 100% |
| Silence Resistance | 39% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Magical Fundamentals | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Mana Flare | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Wrathwrought | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Wolfmire. Escort: lost defiler (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | [vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]Vilegrind the pair of iron boots (3 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4(-) Cun +2(-) Con dps ---------- Melee+ 0(-20) item acid corrode Res.pen +5%(-) nature Melee Ret 6(-) nature On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +3 (-) Defense +3 (+1 eff.) (-) Fatigue +2% (-) ---------- misc Infravis +1 (-) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. survivor's brass lantern (Light source)]survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) (-) Heal.mod +12% (-) ---------- 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. |
| On head | [vs. grounding linen wizard hat of the mind (+6%) (1 def, 0 armour) (On head)]grounding linen wizard hat of the mind (+6%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Dmg.mod +11%(-) mind ----- def ----- Defense +1 (+0 eff.) (-) Resists +6%(-) lightning +5%(-) temporal +11%(-) mind A pointy cloth hat, very wizardly... |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+2 eff.) (-) ----- def ----- Mind.save +10 (+3 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 11 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. |
| On fingers | [vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]steel ring 'Glitterprophet' 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7(-) Str dps ---------- Res.pen +10%(-) light Acc +5 (+1 eff.) (-) Apr +2 (-) Melee Ret 2(-) cold ----- def ----- Armour +8 (-) Resists +2%(-) physical Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]wizard's copper ring of clarity 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +0(-7) Str +2 Mag dps ---------- Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +0 (-2) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Resists +0%(-2%) physical Spell.save +4 (+1 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Velirewen the hardened leather belt (Around waist)]Velirewen the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +2(-) Str dps ---------- Phys.pwr +5 (+2 eff.) (-) Apr +6 (-) ----- def ----- Defense +10 (+5 eff.) (-) Resists +6%(-) temporal Spell.save +8 (+3 eff.) (-) Heal.mod +15% (-) ---------- misc Size +1 (-) A belt that goes around your waist. |
| In main hand | [vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Mag 16 [Ego] Arcane/Psionic Power 25.5 - 38.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.0% (-) Atk.spd 100% (-) Melee+ +7(-) mind On Hit: * 17% chance to reduce all saves and defense by 29 While equipped: Stats +5(-) Mag +8(-) Wil +3(-) Cun dps ---------- Spell.pwr +9 (+3 eff.) (-) Massive two-handed mauls. |
| On hands | [vs. Wyrmbreath (0 def, 4 armour) (On hands)]Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5(-) Wil dps ---------- Dmg.mod +10%(-) fire ----- def ----- Armour +4 (-) Resists +18%(-) fire +10%(-) darkness +10%(-) nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +1.0% (-) Atk.spd 100% (-) Melee+ +10(-) fire Dmg.conv 50%(-) fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 134.56 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | [vs. Velarikira (0 def, 13 armour) (Main armor)]Velarikira (0 def, 13 armour) 17.0 T3 massive armor Reqs Massive armour training Mag 35 [Rare] Nature While equipped: Stats +1(-) Str dps ---------- Crit.mult +10.00% (-) S.pwr/crit +6 (-) Dmg.mod +6%(-) physical ----- def ----- Armour +13 (-) Fatigue +22% (-) Resists +8%(-) acid +8%(-) cold ---------- misc Max.mana +40.00 (-) Max.stam +30.00 (-) Breathe water A suit of armour made of metal plates. |
| Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)]enveloping linen cloak of the Shaloren (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1(-) Mag +1(-) Wil ----- def ----- Defense +7 (+3 eff.) (-) Phys.save +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. wanderer's steel amulet (Around neck)]wanderer's steel amulet 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4(-) Dex +3(-) Cun +4(-) Con dps ---------- Mov.spd +10% (-) ----- def ----- Fatigue -5% (-) HP.reg +2.00 (-) ---------- misc Stam/turn +0.40 (-) Amulets make your neck look great! |
Inventory
vine lasso infusion of the psychic (4 turns, 54 physical damage)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 54.06 physical damage per turn. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing (on body)]healing infusion of the wizard (heal 160; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing (on body)]healing infusion of the wizard (heal 164; cd 11) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 687%; 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 687% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the wizard (heal 435; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)]wild infusion of the duelist (res 20%; physical; dur 4; cd 13) 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 wizard (range 6; phase 18; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
magic missile rune of the psychic (124 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 21 Travel.spd 600% of base Usage Speed Spell (93% of a turn) Is a spell Description: Fires a Magic Missile that does 124 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 55; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
taint of gating (Summons a random horror)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. wanderer's steel amulet (Around neck)]Voltaic Pendant 0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: Stats +0(-4) Dex +0(-3) Cun +0(-4) Con dps ---------- Mov.spd +0% (-10%) Ranged+ 10 lightning ----- def ----- Fatigue +0% (+5%) HP.reg +0.00 (-2.00) Stun/Frz- +10% ---------- misc Stam/turn +0.00 (-0.40) Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes an arc of lightning doing 41.08 to 123.24 damage (82.16 average) and chaining to another target. The arc can jump to 4 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
[vs. wanderer's steel amulet (Around neck)]Worn Glyph 0.1 T1 amulet jewelry [Unique] Nature/Disrupt While equipped: Stats +0(-4) Dex +0(-3) Cun +0(-4) Con dps ---------- Mov.spd +0% (-10%) ----- def ----- Fatigue +0% (+5%) Resists +10% blight +10% nature +10% arcane Spell.save +5 (+2 eff.) HP.reg +0.00 (-2.00) ---------- misc Stam/turn +0.00 (-0.40) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
[vs. wanderer's steel amulet (Around neck)]mindweaver's steel amulet of healing 0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +0(-4) Dex +2 Wil +0(-3) Cun +0(-4) Con dps ---------- Mind.pwr +6 (+2 eff.) Mov.spd +0% (-10%) ----- def ----- Fatigue +0% (+5%) Mind.save +6 (+2 eff.) HP.reg +0.00 (-2.00) Heal.mod +11% Cut- +50% Confus- +12% ---------- misc Stam/turn +0.00 (-0.40) Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
[vs. wanderer's steel amulet (Around neck)]savior's steel amulet 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +0(-4) Dex +0(-3) Cun +0(-4) Con dps ---------- Mov.spd +0% (-10%) ----- def ----- Fatigue +0% (+5%) Phys.save +11 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+3 eff.) HP.reg +0.00 (-2.00) ---------- misc Stam/turn +0.00 (-0.40) Amulets make your neck look great! |
[vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-7) Str dps ---------- Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +0 (-2) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Resists +0%(-2%) physical Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]copper ring of pilfering 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +0(-7) Str dps ---------- Res.pen +0%(-10%) light Acc +8 (+2 eff.) (+3 (+1 eff.)) Apr +8 (+6) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Defense +8 (+4 eff.) Resists +0%(-2%) physical Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]savior's copper ring of nature (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-7) Str dps ---------- Dmg.mod +11% nature Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +0 (-2) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Resists +22% nature +0%(-2%) physical Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]titan's copper ring of arcana (+0.10/turn) 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +0(-7) Str +3 Con dps ---------- Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +0 (-2) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Resists +0%(-2%) physical Phys.save +6 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring 'Glitterprophet' (On fingers, 1 of 2)]rogue's steel ring of luminosity 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +0(-7) Str +2 Mag +3 Cun dps ---------- Melee+ 14 light Ranged+ 16 light Dmg.mod +13% light Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +0 (-2) Melee Ret 0(-2) cold ----- def ----- Armour +0 (-8) Defense +6 (+3 eff.) Resists +0%(-2%) physical Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]Apprentice Staff (10-12 power, 0 apr, arcane element) 5.0 T1 staff 2H weapon Reqs Mag 15 [Unique] Arcane Power 10.0 - 12.0(-15.5 - -26.2) Arcane Uses 100% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +0 (-2) Crit +1.5% (+0.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +5 (+1 eff.) (-4 (-2 eff.)) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]elm magestaff (10-12 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0(-15.5 - -26.2) Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +2 (-) Crit +2.5% (+1.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) (-6 (-2 eff.)) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]Eclipsebrawn (20-24 power, 4 apr, fire element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0(-5.5 - -14.2) Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 (+2) Crit +3.5% (+2.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) (-) Melee+ 12 nature Dmg.mod +20% fire Res.pen +5% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Crit.chn- 10.00% Heal/summ +5 ---------- misc Max.P.En +5.00 Max.N.En +5.00 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]elemental steel battleaxe (21-32 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Mag 16 [Ego+] Arcane Power 21.0 - 31.5(-4.5 - -6.8) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +5.0% (+4.0%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 + Create an explosion dealing 87 lightning damage (1/turn) While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Dmg.mod +10% lightning Res.pen +7% lightning Massive two-handed battleaxes. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]dwarven-steel battleaxe 'Dazzlemire' (41-62 power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Mag 24 [Rare] Master Power 41.0 - 61.5(+15.5 - +23.2) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +6.5% (+5.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Crit.r2 +4 light On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Dmg.mod +6% physical Melee Ret 6 physical ----- def ----- Defense +25 (+13 eff.) Resists +6% acid +3% mind +6% blight Massive two-handed battleaxes. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]iron greatmaul of massacre (25-38 power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Mag 11 [Ego] Master Power 25.0 - 37.5(-0.5 - -0.8) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +1 (-1) Crit +0.5% (-0.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Massive two-handed mauls. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]steel greatmaul of daylight (27-40 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Mag 16 [Ego] Arcane Power 27.0 - 40.5(+1.5 - +2.2) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.0% (-) Atk.spd 100% (-) Melee+ +9 light +0(-7) mind Against +10% Undead On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Massive two-handed mauls. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]thought-forged iron greatsword of daylight (14-22 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Mag 11 [Ego] Arcane/Psionic Power 14.0 - 22.4(-11.5 - -15.8) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +1 (-1) Crit +2.5% (+1.5%) Atk.spd 100% (-) Melee+ +7 light +9(+2) mind Against +7% Undead On Hit: * 14% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +2(-6) Wil +2(-1) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Massive two-handed swords. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]dwarven-steel greatsword (38-62 power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Mag 24 [Normal] Power 38.5 - 61.6(+13.0 - +23.4) Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.5% (+2.5%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Massive two-handed swords. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]steel longsword (16-22 power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Mag 16 [Normal] Power 16.0 - 22.4(-9.5 - -15.9) Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +3 (+1) Crit +3.0% (+2.0%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Sharp, long, and deadly. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]arcing dwarven-steel dagger (20-26 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 26.0(-5.5 - -12.2) Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +7 (+5) Crit +6.0% (+5.0%) Atk.spd 100% (-) Melee+ +0(-7) mind On Hit: * 0% chance to reduce all saves and defense by 29 + 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Sharp, short and deadly. |
[vs. thought-forged steel greatmaul of the mystic (26-38 power, 2 apr) (In main hand)]steady ash longbow of lightning 4.0 T2 longbow 2H weapon Reqs Mag 16 Shoot [Ego] Arcane/Master Power 0.0 - 0.0(-25.5 - -38.2) Physical Uses 0% Mag Acc+ +0.2% crit chance (max 25%) Apr +0 (-2) Crit +0.0% (-1.0%) Atk.spd 100% (-) Range +7 Melee+ +0(-7) mind Ranged+ +11 lightning On Hit: * 0% chance to reduce all saves and defense by 29 While equipped: Stats +0(-5) Mag +0(-8) Wil +0(-3) Cun dps ---------- Phys.crit +3.0% Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Dmg.mod +15% lightning Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 16 [Unique] Arcane Power 15.0 - 21.0 Physical Uses 0% Dex, 120% Mag, 0% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +10 arcane silence Fight magic with magic! |
[vs. Velarikira (0 def, 13 armour) (Main armor)]mindwoven Robe of the Worm (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +0(-1) Str dps ---------- Mind.crit +2% Crit.mult +0.00% (-10.00%) Mind.pwr +2 (+1 eff.) S.pwr/crit +0 (-6) Dmg.mod +0%(-6%) physical ----- def ----- Armour +0 (-13) Fatigue +0% (-22%) Resists +0%(-8%) acid +0%(-8%) cold +7% all Mind.save +15 (+5 eff.) ---------- misc Max.mana +0.00 (-40.00) Max.stam +0.00 (-30.00) Breathe water A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Velarikira (0 def, 13 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +0(-1) Str +6 Mag dps ---------- Spell.crit +15% Crit.mult +0.00% (-10.00%) Spell.pwr +15 (+5 eff.) S.pwr/crit +0 (-6) Dmg.mod +15% arcane +0%(-6%) physical ----- def ----- Armour +0 (-13) Fatigue +0% (-22%) Resists +0%(-8%) acid +0%(-8%) cold +9% all ---------- misc Max.mana +0.00 (-40.00) Max.stam +0.00 (-30.00) Breathe water An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. Velarikira (0 def, 13 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Mag 10 [Normal] While equipped: Stats +0(-1) Str dps ---------- Crit.mult +0.00% (-10.00%) S.pwr/crit +0 (-6) Dmg.mod +0%(-6%) physical ----- def ----- Armour +2 (-11) Defense +3 (+2 eff.) Fatigue +6% (-16%) Resists +0%(-8%) acid +0%(-8%) cold ---------- misc Max.mana +0.00 (-40.00) Max.stam +0.00 (-30.00) Breathe water A suit of armour made of leather. |
[vs. Velarikira (0 def, 13 armour) (Main armor)]Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor Reqs Mag 22 [Unique] Master While equipped: Stats +5(+4) Str +3 Con dps ---------- Crit.mult +0.00% (-10.00%) S.pwr/crit +0 (-6) Dmg.mod +0%(-6%) physical ----- def ----- Armour +6 (-7) Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% (-12%) Resists +0%(-8%) acid +0%(-8%) cold Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.mana +0.00 (-40.00) Max.stam +45.00 (+15.00) Size +1 Breathe water A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
[vs. Velarikira (0 def, 13 armour) (Main armor)]cured leather armour of cold resistance (6 def, 4 armour) 9.0 T2 light armor Reqs Mag 14 [Ego] Master While equipped: Stats +0(-1) Str dps ---------- Crit.mult +0.00% (-10.00%) S.pwr/crit +0 (-6) Dmg.mod +0%(-6%) physical ----- def ----- Armour +4 (-9) Defense +6 (+3 eff.) Fatigue +7% (-15%) Resists +0%(-8%) acid +17%(+9%) cold ---------- misc Max.mana +0.00 (-40.00) Max.stam +0.00 (-30.00) Breathe water A suit of armour made of leather. |
[vs. Velirewen the hardened leather belt (Around waist)]rough leather belt 'Darkbliss' 1.0 T1 belt armor [Rare] Master While equipped: Stats +0(-2) Str dps ---------- Phys.pwr +0 (+0 eff.) (-5 (-2 eff.)) Dmg.mod +3% darkness Res.pen +15% darkness Apr +0 (-6) On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +0 (+0 eff.) (-10 (-5 eff.)) Resists +5% fire +0%(-6%) temporal +6% cold Spell.save +0 (+0 eff.) (-8 (-3 eff.)) Heal.mod +0% (-15%) ---------- misc Size +0 (-1) A belt that goes around your waist. |
[vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]Bleakkarma the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: Stats +0(-4) Cun +0(-2) Con dps ---------- Melee+ 0(-20) item acid corrode Res.pen +0%(-5%) nature Melee Ret 6 darkness 0(-6) nature On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +3 (-) Defense +0 (+0 eff.) (-3 (-1 eff.)) Fatigue +0% (-2%) Resists +7% lightning +7% temporal +15% nature +6% fire Spell.save +12 (+4 eff.) ---------- misc Infravis +0 (-1) A pair of boots made of leather. |
[vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]Grinuthad the pair of hardened leather boots (25 def, 3 armour) 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3(-1) Cun +0(-2) Con dps ---------- Melee+ 0(-20) item acid corrode Dmg.mod +6% blight Res.pen +0%(-5%) nature Melee Ret 0(-6) nature ----- def ----- Armour +3 (-) Defense +25 (+12 eff.) (+22 (+11 eff.)) Fatigue +0% (-2%) Resists +5% arcane +12% cold Phys.save +14 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Infravis +0 (-1) A pair of boots made of leather. |
[vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]Unlightobeisance the pair of hardened leather boots (15 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +0(-4) Cun +5(+3) Con dps ---------- Melee+ 0(-20) item acid corrode Dmg.mod +6% physical Res.pen +0%(-5%) nature Melee Ret 0(-6) nature On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +3 (-) Defense +15 (+7 eff.) (+12 (+6 eff.)) Fatigue +0% (-2%) Resists +6% light +12% temporal Die.at -20.00 life ---------- misc Infravis +0 (-1) Size +1 A pair of boots made of leather. |
[vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]Beiromigas the Blazejustice (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +0(-4) Cun +0(-2) Con dps ---------- Mind.crit +1% Melee+ 0(-20) item acid corrode Dmg.mod +9% light +3% mind Res.pen +0%(-5%) nature Melee Ret 0(-6) nature ----- def ----- Armour +3 (-) Defense +0 (+0 eff.) (-3 (-1 eff.)) Fatigue -3% (-5%) Resists +6% mind Phys.save +5 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.enc +23 Infravis +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Vilegrind the pair of iron boots (3 def, 3 armour) (On feet)]pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: Stats +0(-4) Cun +0(-2) Con dps ---------- Melee+ 0(-20) item acid corrode Res.pen +0%(-5%) nature Melee Ret 0(-6) nature ----- def ----- Armour +3 (-) Defense +0 (+0 eff.) (-3 (-1 eff.)) Fatigue +2% (-) ---------- misc Infravis +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)]blighted iron gauntlets of magic (+3) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +0(-5) Wil +3 Mag dps ---------- Melee+ 5 blight Dmg.mod +3% blight +0%(-10%) fire +3% arcane ----- def ----- Armour +1 (-3) Fatigue +1% Resists +5% blight +0%(-18%) fire +0%(-10%) darkness +0%(-10%) nature Unarmed combat: Power 10.0 - 14.0(-8.0 - -5.8) Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +3 (-4) Crit +2.0% (+1.0%) Atk.spd 83% (-17%) Melee+ +5 arcane +0(-10) fire Dmg.conv 0%(-50%) fire On Crit.r2 +6 arcane +5 blight On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. grounding linen wizard hat of the mind (+6%) (1 def, 0 armour) (On head)]hardened leather cap 'Zanerig' (0 def, 3 armour) 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +0%(-11%) mind Acc +15 (+5 eff.) Apr +2 Melee Ret 2 physical ----- def ----- Armour +3 Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +3% Resists +0%(-6%) lightning +0%(-5%) temporal +8% darkness +8% blight +0%(-11%) mind +3% nature +3% light Spell.save +10 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -40.00 life Knockbk- +20% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
62 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. survivor's brass lantern (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Heal.mod +0% (-12%) ---------- 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. |
Planar Beacon 1.0 lite [Unique] Arcane While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Heal.mod +0% (-12%) ---------- 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 120.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.03 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. |
[vs. Eye of the Dreaming One (Tool)] The ChrysalisThe Chrysalis 2.0 T3 faerie misc [Unique] Unknown While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Resists +15% physical Shield.pwr +20% Mind.save +0 (+0 eff.) (-10 (-3 eff.)) If you have a damage shield active, heals you for 20% of its current power each round. An ethereal stone in the shape of a butterfly's cocoon. Gazing within it gives you the peculiar feeling that you are the one enclosed, and that beyond the cocoon's shell the world shines like a midsummer dream... |
[vs. Eye of the Dreaming One (Tool)]Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-3 eff.)) ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 157.13 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
[vs. Eye of the Dreaming One (Tool)]Spellweaver's Teaching Loom 2.0 T2 misc tool [Unique] Arcane While equipped: Stats +3(-2) Wil +3 Mag dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-3 eff.)) ---------- misc Masteries +0.20 Spellweaving/Shieldweaving +0.20 Spellweaving/Warpweaving Your Spellweave modifier for casting Spellwoven shields and teleportation spells is increased by 7.5%. Weave Shield: Level 1.0 Pwr.cost 35 out of 40/40. Range 10 Travel.spd instantaneous Is a spell Description: By focusing through the frame loom, create a basic shield. Generate a damage shield of one of four Spellwoven shield types, with 270 base power and 6 duration modified by the shield type: Basic: Normal damage shield with no effects. 100% power. Phantasmal: Only absorbs damage 50% of the time. 140% power. Dispersing: Only absorbs 100 damage from each damage instance. 125% power. Perfect Block: Only lasts 1 turn. 700% power. Shield power scales with Magic. Weaving is a common method used to teach novice Spellweavers the art of weaving the threads of magic. This tiny, weathered, handheld frame loom must have been used for teaching so many times that it absorbed a portion of Spellweaver magic. |
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. |
[vs. Eye of the Dreaming One (Tool)]Glayalle the steel torque of mindblast [power 160] (15 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) Res.pen +20% mind ----- def ----- Resists +6% acid Mind.save +0 (+0 eff.) (-10 (-3 eff.)) Max.HP +80.00 Blind- +10% Disease- +10% Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)]steel torque of mindblast [power 150] (15 cooldown) 2.0 T2 torque charm [Ego] Psionic While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-3 eff.)) Blast the opponent's mind dealing 166 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator
Killed 1000 creatures.By Shez the Wrathwrought Mana Knight level 17
9th Haze 122nd year of Ascendancy at 23:02 see stats
Level 10
Got a character to level 10.By Shez the Wrathwrought Mana Knight level 10
10th Mirth 122nd year of Ascendancy at 01:19 see stats
The Arena
Unlocked Arena mode.By Shez the Wrathwrought Mana Knight level 9
4th Mirth 122nd year of Ascendancy at 15:28 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shez the Wrathwrought Mana Knight level 17
32nd Haze 122nd year of Ascendancy at 11:12 see stats
The secret city
Discovered the truth about mages.By Shez the Wrathwrought Mana Knight level 12
4th Flare 122nd year of Ascendancy at 15:15 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Shez the Wrathwrought Mana Knight level 17
31st Haze 122nd year of Ascendancy at 17:54 see stats
Log
Garrote from Belomira the thief performs a melee critical strike against Shez!
Talent Foundations of Evocation is ready to use.
Talent Mana Blast is ready to use.
Talent Whirlwind Strike is ready to use.
Talent Mana Bolt is ready to use.
Acid Splash from Belomira the thief hits Shez for 5 acid damage.
Poison from Belomira the thief hits Shez for (3 shrugged off), 50 nature (50 total damage).
Garrote from Belomira the thief hits Shez for 2 physical damage.
Deadly Poison from Belomira the thief hits Shez for (3 shrugged off), 53 nature (53 total damage).
Melee retaliation hits Belomira the thief for 2 nature, 1 cold (3 total damage).
Shez casts Foundations of Conveyance.
Select a target to teleport...
Select a teleport location...
You don't have enough Essence to make a greater teleport.
Shez uses Infusion: Healing.
Shez stops being poisoned.
Shez receives 25 healing from Infusion: Healing.
Shez uses Infusion: Wild.
Shez is not stunned anymore.
Shez is cured!
Shez lessens the pain.
Shez uses Infusion: Regeneration.
Shez starts regenerating health quickly.
Shez hits Belomira the thief for 23 arcane, 23 arcane (46 total damage).
Belomira the thief uses Coup de Grace.
Belomira the thief performs a melee critical strike against Shez!
Belomira the thief hits Shez for (3 shrugged off), 62 physical (62 total damage).
Melee retaliation hits Belomira the thief for 4 nature, 2 cold, 4 nature, 2 cold (11 total damage).
Shez the level 18 wrathwrought mana knight was torn limb from limb to death by Belomira the thief on level 1 of Ruined Dungeon.



























































