








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. 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 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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 87527% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 71 (base 60) |
Constitution | 76 (base 60) |
Magic | 73 (base 60) |
Willpower | 65 (base 60) |
Cunning | 77 (base 60) |
Resources
Life | 50428/50428 |
Mana | 7957/7957 |
Stamina | 7832/7832 |
Positive | 7635/7635 |
Healing Factor | 1.6139156327529 |
Regeneration | 1235.6138084356 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +29.18105373397% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 44 |
Accuracy | 43 |
Crit Chance | 28% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +1410065435% |
Light | +1410065432% |
Nature | +1410065430% |
Darkness | +1410065426% |
Arcane | +1410065449% |
Lightning | +1410065425% |
All | +1410065414% |
Offense: Damage Penetration
Acid | +27% |
Lightning | +49% |
Light | +27% |
All | 0% |
Defense: Base
Armour (hardiness) | 1 (27%) |
Defense | 33 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 35 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 34%( 70%) |
Light | + 57%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 14%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 0% |
Poison Resistance | 32% |
Blind Resistance | 65% |
Disarm Resistance | 29% |
Pinning Resistance | 100% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
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
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Searing Sight |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You abandoned worried loremaster, to death. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 100): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 101): Rush Hour (56)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 104): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 105): ExterminatorYou completed the challenge and received: Random Artifact: Cyralera (23/23, 40-49 power, 5 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 356 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 107): Rush Hour (356)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 108): ExterminatorYou completed the challenge and received: Random Artifact: Camegund (16-18 power, 40 apr, nature damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 109): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 110): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 113): ExterminatorYou completed the challenge and received: Random Artifact: Skyclash (22-34 power, 0 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 248 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 115): Rush Hour (248)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 116): Exterminator | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 118): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 120): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 124): ExterminatorYou completed the challenge and received: Random Artifact: Shiverblood of shielding [power 272] (23 cooldown) | done |
Wake up and kill the dreaming horror boss 'Zuboldassra the dreaming horror'. Infinite Dungeon Challenge (Level 125): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 126): Rush Hour (215)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 458 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 127): Rush Hour (458)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 80 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 128): Rush Hour (80)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 129): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (116)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss 'Lisigavena the dreaming horror'. Infinite Dungeon Challenge (Level 79): Dream HunterYou completed the challenge and received: Random Artifact: Daytreason | done |
Proceed directly to the next Infinite Dungeon level in less than 293 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 84): Rush Hour (293)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 380 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 88): Rush Hour (380)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): ExterminatorYou completed the challenge and received: Random Artifact: Islowe (16-23 power, 2 apr) | done |
Wake up and kill the dreaming horror boss 'Betheyanor the dreaming horror'. Infinite Dungeon Challenge (Level 97): Dream HunterYou completed the challenge and received: Random Artifact: Glowpride (20-30 power, 2 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 188 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 98): Rush Hour (188)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
Equipment
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% Max.HP +26.00 Disarm- +29% Pinning- +22% Knockbk- +28% ---------- misc Max.enc +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% acid +18% light +12% darkness Res.pen +27% light +27% acid On Hit (Melee): * 21% chance to reduce armor by 36% ----- def ----- Resists +6% light +15% darkness Silence- +30% ---------- misc Mana/turn +0.22 Rings make your fingers look great! |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +16% nature ----- def ----- Resists +14% blight +15% all Max.HP +80.00 HP.reg +3.40 Heal.mod +21% Poison- +32% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On hands | ![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 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. |
Cloak | ![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +6 Cun +6 Con dps ---------- Spell.crit +4% Crit.mult +26.00% Spell.pwr +28 (+9 eff.) Dmg.mod +25% arcane ---------- misc Mana/turn +0.21 N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +36.00 Max.N.En +32.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.crit +9% Crit.mult +25.00% Dmg.mod +24% lightning +33% temporal +33% arcane Res.pen +35% lightning +35% cold Melee Ret 10 arcane 10 temporal ----- def ----- Spell.save +16 (+7 eff.) Def/telep +25 Res/telep +25% Dur/telep +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +14% acid +16% fire +17% lightning +18% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Max.HP +50.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Disrupt Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +42% Unnatural On Hit.r1 +4 physical On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +20 Con +21 Wil dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +10 Resists +9% lightning +8% arcane +6% nature Die.at -80.00 life Max.HP +154.00 ---------- misc Max.stam +40.00 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 lightning +24 mind On Hit.r1 +32 lightning On Crit.r2 +20 blight On Hit: * 33% chance to reduce all saves and defense by 28 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Wil dps ---------- Phys.crit +16.0% Mind.crit +13% Phys.pwr +14 (+5 eff.) Mind.pwr +40 (+13 eff.) Dmg.mod +24% blight +27% temporal On Hit (Melee): * 33% chance to reduce strength, dexterity, and constitution by 26 ---------- misc Equi/ret +0.36 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Con dps ---------- Phys.crit +19.0% Phys.pwr +19 (+7 eff.) Res.pen +19% physical ----- def ----- Disarm- +42% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +32 lightning On Crit.r2 +32 light While equipped: Stats +9 Cun dps ---------- Res.pen +15% all Acc +25 (+8 eff.) Apr +15 Melee Ret 16 mind 16 lightning On Hit (Melee): * 33% chance to slow global speed by 55% ----- def ----- Resists +12% acid +49% lightning ---------- misc Light +5 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +50 fire While equipped: dps ---------- All.spd +7% Res.pen +17% fire Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +23 acid +29 nature While equipped: dps ---------- Res.pen +16% acid +15% nature +11% all Acc +17 (+6 eff.) Apr +19 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Disrupt/Psionic Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego++] Disrupt/Master Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +9 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +21 lightning +21 cold While equipped: dps ---------- Mov.spd +32% Res.pen +13% lightning +13% cold Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +32 nature On Hit: * 33% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 90 fire damage (1/turn) While equipped: Stats +9 Str +17 Dex +8 Mag +7 Wil dps ---------- Dmg.mod +24% nature +24% fire Res.pen +20% fire ----- def ----- Resists +15% nature Crit.chn- 24.51% Def/telep +25 Res/telep +25% Dur/telep +25% ---------- misc Infravis +5 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +11% physical ----- def ----- Disarm- +22% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +11 Cun +7 Dex dps ---------- Dmg.mod +15% mind +15% physical Res.pen +41% acid +25% physical +21% all Acc +84 (+25 eff.) Apr +20 ----- def ----- Defense +25 (+11 eff.) Resists +15% lightning +24% fire Die.at -130.72 life ---------- misc See.Invis +15 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego+] Master Power 25.5 - 38.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +13 (+4 eff.) Apr +10 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 nature While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+6 eff.) Res.pen +16% physical ----- def ----- Disarm- +35% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 66.5 - 106.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +103 fire While equipped: dps ---------- All.spd +13% Res.pen +30% fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Nature/Master Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 nature While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +19 (+6 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 66.5 - 106.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +26 (+9 eff.) Apr +17 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 acid +45 nature On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +15 (+5 eff.) Res.pen +25% acid +20% nature Apr +14 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+4 eff.) ----- def ----- Disease- +25% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Nature Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 nature On Crit.r2 +29 lightning +29 cold While equipped: dps ---------- Mov.spd +38% Res.pen +17% lightning +17% cold Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +42 Crit +8.0% Atk.spd 100% Melee+ +16 light While equipped: Stats +6 Cun dps ---------- Mind.crit +11% Crit.mult +25.00% Phys.pwr +15 (+5 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +26% mind Res.pen +10% physical +10% mind +20% fire Acc +15 (+5 eff.) Melee Ret 12 light ----- def ----- Resists +10% mind Dmg.Resnn +25% Die.at -80.00 life ---------- misc Psi/ret +2.50 Psi/m.crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +16.00% Mind.pwr +6 (+2 eff.) Melee+ 14 cold Dmg.mod +14% cold Res.pen +14% cold ----- def ----- Armour +14 Resists +9% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +7 Wil +6 Cun +7 Con dps ---------- Mind.crit +5% Mind.pwr +19 (+6 eff.) Melee+ 17 lightning Dmg.mod +20% lightning Res.pen +20% lightning ----- def ----- Resists +18% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +18 (+6 eff.) Dmg.mod +13% lightning +14% cold +12% physical ----- def ----- Defense +30 (+12 eff.) Pinning- +32% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 12 mind 13 darkness Dmg.mod +9% mind +6% darkness ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +9% nature ----- def ----- Resists +9% blight Phys.save +9 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+5 eff.) Disease- +22% ---------- misc Equi/ret +2.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +12 lightning +8 cold While equipped: dps ---------- Phys.crit +22.0% Res.pen +15% nature +20% cold Acc +30 (+10 eff.) On Hit (Ranged): * 30% chance to slow global speed by 55% ----- def ----- Resists +12% acid +32% cold +23% lightning +17% fire +9% mind +10% all Spell.save +12 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Con dps ---------- Res.pen +8% all Acc +13 (+4 eff.) Apr +11 ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 180 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+14 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +24% acid +30% arcane +52% darkness +24% light Res.pen +40% light +25% cold Melee Ret 16 light 16 cold On Hit (Melee): * 33% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +15 (+7 eff.) ---------- misc Light +10 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 10645302887.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ----- def ----- Defense +13 (+7 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 10645302887.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+8 eff.) Dmg.mod +30% darkness ----- def ----- Defense +15 (+7 eff.) HP.reg +2.00 Heal.mod +30% ---------- misc Light +5 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 and deals 7904729575.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +25 (+8 eff.) Melee+ 45 arcane Dmg.mod +30% fire ----- def ----- Armour +12 Defense +12 (+6 eff.) ---------- misc Max.mana +108.00 Wards +3 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +11% darkness +11% temporal Def/telep +16 Res/telep +17% Dur/telep +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 acid Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +13 (+5 eff.) Dmg.mod +18% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +9.0% Atk.spd 100% Block +24 On Hit.r1 +32 lightning +24 cold +24 physical On Crit.r2 +37 fire Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- All.spd +5% Dmg.mod +30% nature Res.pen +13% fire +30% arcane +41% nature Melee Ret 16 cold ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Stam/turn +4.90 Max.stam +49.02 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! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex dps ---------- Melee Ret 20 lightning ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +18% lightning +30% fire ---------- misc Talents +3 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! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight On Crit.r2 +16 cold +90 fire On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Dex +3 Cun +2 Con dps ---------- Phys.crit +15.0% Phys.pwr +15 (+5 eff.) All.spd +11% Res.pen +10% blight +25% fire Melee Ret 8 blight ----- def ----- Resists +12% blight ---------- misc Light +2 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage While equipped: Stats +7 Str dps ---------- Dmg.mod +11% physical Acc +17 (+6 eff.) One-handed war axes. |
![]() 1.0 T5 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +9% acid +10% fire +9% lightning +10% cold A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +30% arcane +19% all ----- def ----- Resists +15% all ---------- misc Max.mana +99.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +15.00% ----- def ----- Resists +11% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.crit +7% Crit.mult +32.68% S.pwr/crit +12 Dmg.mod +33% arcane +36% blight Melee Ret 14 lightning 14 cold ----- def ----- Armour +2 Fatigue +3% Resists +18% lightning +21% fire +8% light +7% darkness ---------- misc Mana/s.crit +3.27 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 6345207495.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4035089640.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +7 Wil +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% blight Phys.save +11 (+5 eff.) Mind.save +20 (+8 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str +7 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% blight Mind.save +11 (+5 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +32.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +25 Defense +4 (+2 eff.) Fatigue +12% Resists +16% nature +18% blight D.Red.from +13% Unnatural A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +40 Defense +5 (+3 eff.) Fatigue +5% Phys.save +15 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Arcane While equipped: Stats +7 Cun +5 Str dps ---------- Crit.mult +25.00% Phys.pwr +25 (+9 eff.) Mind.pwr +25 (+8 eff.) Melee+ 10 darkness Ranged+ 10 darkness On Hit (Melee): * 33% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +22 Defense +20 (+9 eff.) Fatigue +8% Resists +33% blight +23% temporal +42% darkness Phys.save +15 (+6 eff.) Pinning- +33% Def/telep +27 Res/telep +30% Dur/telep +30% ---------- misc Psi/ret +0.16 Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
![]() 9.0 T2 light armor [Rare] Psionic While equipped: Stats +14 Dex +7 Con dps ---------- Phys.crit +8.0% Dmg.mod +15% physical Acc +35 (+12 eff.) Apr +5 On Hit (Melee): * 33 arcane resource burn * 33% chance to slow global speed by 55% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% cold +7% mind +27% darkness Mind.save +16 (+7 eff.) Die.at -130.72 life A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +9.0% Apr +19 ----- def ----- Armour +8 Defense +35 (+14 eff.) Fatigue +8% Resists +16% light +20% darkness ---------- misc Stam/turn +1.20 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 134 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +10.0% Apr +18 ----- def ----- Armour +8 Defense +35 (+14 eff.) Fatigue +8% Resists +30% blight +27% darkness ---------- misc Stam/turn +1.20 Light +2 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 134 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +62.00 HP.reg +11.30 Heal.mod +18% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 10 fire Ranged+ 9 fire ----- def ----- Armour +23 Defense +20 (+9 eff.) Fatigue +8% Resists +30% lightning +23% fire +30% physical A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +40 (+12 eff.) S.pwr/crit +16 Dmg.mod +27% blight Res.pen +40% arcane Melee Ret 14 mind ----- def ----- Armour +11 Fatigue +22% Resists +27% fire +16% light +15% darkness Spell.save +29 (+11 eff.) ---------- misc Mana/turn +0.40 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% blight +12% temporal +49% lightning Res.pen +40% darkness +35% lightning On Hit (Melee): * 33% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +16 Fatigue +22% Resists +28% blight +9% temporal +45% darkness +8% arcane Def/telep +25 Res/telep +25% Dur/telep +25% ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% Spell.pwr +18 (+6 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Spell.save +23 (+9 eff.) Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +5 Cun +8 Mag dps ---------- Spell.crit +9% Spell.pwr +22 (+7 eff.) Dmg.mod +22% temporal +22% light +15% cold +15% arcane +40% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists +22% temporal -25% fire Decaying mummy wrappings. |
![]() 3.0 T3 arrow ammo [Rare] Arcane Power 34.5 - 48.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Phasing +49% Ranged+ +12 lightning +33 light On Hit.r1 +33 darkness +33 temporal On Crit.r2 +28 darkness +28 light On Hit: * 33% chance to gain 10% of a turn (3/turn limit) * 33% chance to reduce damage dealt by 23% * Create an explosion dealing 117 lightning damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +13 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Dmg.mod +15% mind ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing -154705256 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness +18% cold ----- def ----- Armour +12 Resists +12% acid +8% physical +15% light Mind.save +15 (+7 eff.) Die.at -130.72 life Teleport- +33% Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take -2069934516 lightning damage and will be dazed for 1 turn (-1759737986 total damage) Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ArtefactHunter the Cornac Adventurer level 50
73rd Dusk 122nd year of Ascendancy at 07:17 see stats
By ArtefactHunter the Cornac Adventurer level 50
7th Haze 122nd year of Ascendancy at 03:30 see stats
By ArtefactHunter the Cornac Adventurer level 50
66th Dusk 122nd year of Ascendancy at 12:38 see stats
By ArtefactHunter the Cornac Adventurer level 50
25th Haze 122nd year of Ascendancy at 12:32 see stats
By ArtefactHunter the Cornac Adventurer level 50
1st Time of Equilibrium 122nd year of Ascendancy at 17:59 see stats
By ArtefactHunter the Cornac Adventurer level 50
71st Regrowth 123rd year of Ascendancy at 06:31 see stats
By ArtefactHunter the Cornac Adventurer level 50
77th Dusk 122nd year of Ascendancy at 09:26 see stats
By ArtefactHunter the Cornac Adventurer level 6
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 50
58th Regrowth 123rd year of Ascendancy at 20:27 see stats
By ArtefactHunter the Cornac Adventurer level 50
4th Haze 122nd year of Ascendancy at 20:45 see stats
By ArtefactHunter the Cornac Adventurer level 50
28th Pyre 123rd year of Ascendancy at 14:52 see stats
By ArtefactHunter the Cornac Adventurer level 50
3rd Decay 122nd year of Ascendancy at 05:11 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Regrowth 123rd year of Ascendancy at 15:08 see stats
By ArtefactHunter the Cornac Adventurer level 50
25th Haze 122nd year of Ascendancy at 12:38 see stats
By ArtefactHunter the Cornac Adventurer level 50
15th Pyre 123rd year of Ascendancy at 19:05 see stats
By ArtefactHunter the Cornac Adventurer level 50
63rd Regrowth 123rd year of Ascendancy at 08:30 see stats
By ArtefactHunter the Cornac Adventurer level 50
78th Regrowth 123rd year of Ascendancy at 17:00 see stats
By ArtefactHunter the Cornac Adventurer level 10
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 20
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 30
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 40
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 50
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 50
71st Haze 122nd year of Ascendancy at 09:03 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Dusk 122nd year of Ascendancy at 08:17 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Dusk 122nd year of Ascendancy at 08:17 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Dusk 122nd year of Ascendancy at 08:17 see stats
By ArtefactHunter the Cornac Adventurer level 50
77th Dusk 122nd year of Ascendancy at 13:05 see stats
By ArtefactHunter the Cornac Adventurer level 50
3rd Allure 123rd year of Ascendancy at 18:01 see stats
By ArtefactHunter the Cornac Adventurer level 50
3rd Allure 123rd year of Ascendancy at 18:02 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Haze 122nd year of Ascendancy at 08:34 see stats
By ArtefactHunter the Cornac Adventurer level 50
1st Allure 123rd year of Ascendancy at 05:47 see stats
By ArtefactHunter the Cornac Adventurer level 50
48th Dusk 122nd year of Ascendancy at 08:17 see stats
By ArtefactHunter the Cornac Adventurer level 50
16th Haze 122nd year of Ascendancy at 10:46 see stats
By ArtefactHunter the Cornac Adventurer level 3
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 2
76th Pyre 122nd year of Ascendancy at 08:04 see stats
By ArtefactHunter the Cornac Adventurer level 50
65th Dusk 122nd year of Ascendancy at 12:34 see stats
Log
ArtefactHunter picks up ( .): supercharged dwarven-steel torque of mindblast [power 385] (19 cooldown).
ArtefactHunter picks up ( .): mighty stralite steamgun of acid.
ArtefactHunter picks up ( .): stargazer's mummy wrappings of time (+22%) (5 def, 2 armour).
ArtefactHunter picks up ( .): fungal hardened leather sling of piercing.
ArtefactHunter picks up ( .): arcing dwarven-steel waraxe of rage (20-27 power, 4 apr).
Elobrewen the minotaur uses Warshout.
Ran for 5 turns (stop reason: detrimental status effect).
ArtefactHunter wanders around!
You collect a new ingredient: minotaur nose (1).
Searing Sight hits Elobrewen the minotaur for 1135505393 light damage.
Searing Sight killed Elobrewen the minotaur!
Talent Infusion: Regeneration is ready to use.
Searing Sight hits Worm that walks (servant of Elobrewen the minotaur) for 1067113869 light damage.
Searing Sight killed Worm that walks (servant of Elobrewen the minotaur)!
Resting starts...
ArtefactHunter seems more focused.
Rested for 18 turns (stop reason: all resources and life at maximum).
ArtefactHunter picks up ( .): Moldjam the steel steamsaw (14-20 power, 0 apr).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
ArtefactHunter picks up ( .): elven-wood magestaff of illumination (25-30 power, 5 apr, fire element).
Ran for 18 turns (stop reason: at door).
The furious lightning storm around ArtefactHunter calms down and disappears.