











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.6.0Donators/Buyers bonus! Infinite Dungeon Merchants 1.6.0T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry. *This is out dated, all 13 merchants from my Spell Merchants will now spawn.* *This mod IS now compatible with the campaign* ***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. I may tweak balance in the future, spell cost / npc spawn rate ect. *Still open to feedback on this* *AkaviriBlade has been removed, I will no longer kill you <3* Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Lite 1.6.0Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.0Official Expansion!Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.6.0Official Expansion!Arena to Infinite Dungeon 1.5.2Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 13 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by barrow wight at level 13 on the 7th Mirth 122nd year of Ascendancy at 15:05 / 1 |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 39 (base 34) |
| Constitution | 11 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 47 (base 39) |
Resources
| Life | -10/383 |
| Stamina | 119/124 |
| Healing Factor | 1.2182872928177 |
| Regeneration | 29.056151933702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 56.474378362813 |
| See Invisible | 56.474378362813 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +9% |
| Temporal | +10% |
| Acid | +12% |
| Darkness | +15% |
| Fire | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (38.536585365854%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 10 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Darkness | + 30%( 70%) |
| Temporal | + 27%( 70%) |
| Blight | + 5%( 70%) |
| Acid | + 18%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 62% |
| Pinning Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect 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: 13 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
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Insidious Poison |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Apply Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 49 - 68 Accuracy: 55 (knife) APR: 13 Crit Chance: +22% Crit mult: 159% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is on fire, taking 24.21 fire damage per turn, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While flameshocked talents cooldown twice as slow. Burning Shock |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 20%. Exhaustion |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 27% chance to deflect up to 11 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 10 of Infinite Dungeon. Escort: lost sun paladin (level 10 of Infinite Dungeon)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Ulastir (2.5-2.75 power, 12 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: Random Artifact: Ivimivea (7 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (191)Turns left: 110 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (320)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | blood-soaked pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +3 ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | 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. |
| On head | stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +9% light +10% temporal Melee Ret 4 lightning ----- def ----- Resists +10% temporal Max.HP +41.00 Disarm- +41% Pinning- +44% Knockbk- +41% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | warrior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +6 Resists +20% darkness Rings can have magical properties. |
| Around neck | stabilizing gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +28% Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 32.59 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
| In off hand | balanced iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
| Cloak | Ivimivea (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag +1 Cun +1 Con dps ---------- Phys.pwr +2 (+1 eff.) Acc +3 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armoleg the Purevault (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +12% acid +9% nature +10% lightning ----- def ----- Resists +18% acid +5% blight +15% lightning Crit.dmg- 5.00% Max.HP +49.00 HP.reg +2.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 439%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 439% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 32; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 32 damage per debuff cleansed. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 75; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 75 damage per debuff cleansed. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's gold amulet of cunning (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of power (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +15 (+9 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew vilestaff of illumination (20-24 power, 4 apr, blight element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% blight ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 15.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
thought-forged iron greatsword of vileness (14-22.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Psionic Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight +7 mind On Hit: * 19% chance to reduce all saves and defense by 16 * 10% chance to reduce strength, dexterity, and constitution by 10 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
acidic dwarven-steel greatsword of massacre (47.5-76 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed swords. |
balanced steel longsword of daylight (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 light Against +7% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
balanced dwarven-steel longsword of daylight (24-33.6 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +17% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +23% Sharp, long, and deadly. |
iron dagger of massacre (14.5-18.85 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
quick dwarven-steel dagger (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 15.5 - 20.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +9 (+3 eff.) Sharp, short and deadly. |
vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning iron steamsaw of lightning resistance (+16%) (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 On Hit: * 10 arcane resource burn Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling steel steamsaw of cold resistance (+15%) (15.5-23.25 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% physical +15% cold Shield.near.proj +10 Proj.slow +13% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+6 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
Lisessra (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% lightning +10% nature +9% acid ----- def ----- Resists +16% lightning +6% acid Mind.save +15 (+8 eff.) Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of corrosion (+18%) (15 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% acid On Melee Ret: * 5% chance to slow global speed by 41% * 4 arcane resource burn ----- def ----- Defense +15 (+5 eff.) Resists +18% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% lightning +12% nature +12% blight A suit of armour made of leather. |
steel mail armour of natural resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +11% blight D.Red.from +6% Unnatural A suit of armour made of mail. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +1 Spell.save +9 (+9 eff.) Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of strength (+3) (0 def, 7 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Unarmed combat: Power 13.5 - 18.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+3 eff.) ---------- misc Equi/ret +0.80 Psi/ret +1.00 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of dexterity (+2) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +4% Resists +11% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
steel torque of mindblast [power 140] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of summon tentacle [power 195] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 443 Base Damage: 195 Armor: 5 All Resist: 8 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Burning Shock from Barrow wight hits Atemeri for 23 fire damage.
Barrow wight's glacial vapour area effect hits Atemeri for 36 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Disengage is still on cooldown for 0 turns.
Talent Disengage is ready to use.
Talent Fan of Knives is ready to use.
Talent Bear Trap is ready to use.
Talent Rogue's Tools is ready to use.
Barrow wight's glacial vapour area effect hits Atemeri for 36 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Burning Shock from Barrow wight hits Atemeri for 23 fire damage.
Barrow wight's glacial vapour area effect hits Atemeri for 36 cold damage.
Barrow wight's glacial vapour area effect hits Maulotaur for 36 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Burning Shock from Barrow wight hits Atemeri for 23 fire damage.
Atemeri is confused and fails to use Infusion: Regeneration.
Barrow wight misses Atemeri.
Barrow wight's glacial vapour area effect hits Atemeri for 36 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Barrow wight's glacial vapour area effect hits Maulotaur for 36 cold damage.
Atemeri seems more focused.
Burning Shock from Barrow wight hits Atemeri for 23 fire damage.
Atemeri uses Infusion: Regeneration.
Atemeri starts regenerating health quickly.
Barrow wight casts Chain Lightning.
Atemeri reacts to damage from Barrow wight, mitigating the blow!.
Saving game...
































































































