












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Phantom Warrior Class 1.7.0Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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 1.7.0Official 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.
Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Ashes of Urh'Rok 1.7.0Official 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:
High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Embers of Rage 1.7.0Official 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:
Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 28 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Weirdling Beast at level 15 on the 2nd Flare 122nd year of Ascendancy at 21:39 4 / 2Killed by Bethadhenor the Guardian at level 27 on the 11st Regrowth 123rd year of Ascendancy at 09:42 |
Primary Stats
| Strength | 56 (base 26) |
| Dexterity | 24 (base 12) |
| Constitution | 78 (base 34) |
| Magic | 69 (base 60) |
| Willpower | 20 (base 15) |
| Cunning | 29 (base 12) |
Resources
| Paradox | 300 |
| Mana | 294/294 |
| Equilibrium | 240 |
| Vim | 203/203 |
| Life | 545/545 |
| Positive | 101/101 |
| Stamina | 206/206 |
| Soul | 8/8 |
| Healing Factor | 1.5875372656298 |
| Regeneration | 26.591249199299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +103.14813003026% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 13 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 48 |
| Crit Chance | 17% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +11% |
| Acid | +31% |
| Physical | +9% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +41% |
| Mind | +35% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 80 (88.568973732692%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 22 |
| Physical Save | 39 |
| Spell Save | 35 |
| Mental Save | 18 |
Defense: Resistances
| Blight | + 61%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 31%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 40%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Stun Resistance | 35% |
| Silence Resistance | 67% |
| Poison Resistance | 14% |
| Blind Resistance | 33% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Celestial / Guardian | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Mirror | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Blink drake aspect | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Battlemage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Force | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Spikes of Decrepitude |
| talent | Corrosive Slashes |
| talent | Defensive Posture |
| talent | Elemental Harmony |
| talent | Retribution |
| talent | Shielding |
| talent | Phased Wyrm |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by giant white ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Arylrama the warg. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 39. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. * You've found the needed ice wyrm tooth. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed honey tree root. * You've found the needed sandworm tooth. | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Adavena (2 def, 1 armour)2.0 T1 feet armor [Rare] Arcane/PsionicEnchantment: Light Armour While equipped: Stats +3 Con +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% acid +6% mind Res.pen +6% physical Melee Ret 10 acid ----- def ----- Armour +1 Defense +2 (+1 eff.) Spell.save +1 (+1 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.52 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Beledur (3 def, 0 armour)2.0 T1 head armor [Rare] Arcane/PsionicEnchantment: Light Armour While equipped: Stats +3 Mag dps ---------- Res.pen +5% blight +15% physical ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane Spell.save +1 (+1 eff.) ---------- misc Stam/turn +1.00 Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
| On hands | Saluth (2 def, 1 armour)1.0 T1 hands armor [Rare] Arcane/MasterEnchantment: Light Armour While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Melee Ret 4 mind ----- def ----- Armour +1 Defense +2 (+1 eff.) Resists +9% fire +3% light +3% darkness Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Spell.save +1 (+1 eff.) ---------- misc Infravis +3 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood wand of shielding [power 450] (20 cooldown)2.0 T4 wand charm [Ego] ArcaneEnchantment: Charm Create a shield absorbing up to 679 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Prismsaw' 0.1 T3 ring jewelry [Rare] Arcane/Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% Dmg.mod +9% physical ----- def ----- Armour +4 Resists +6% blight +4% all HP.reg +5.00 Stun/Frz- +35% ---------- misc Stam/turn +2.00 Vim/melee +3.00 Light +3 Rings make your fingers look great! |
| On fingers | stralite ring 'Glarewasp' 0.1 T4 ring jewelry [Rare] Arcane/Nature While equipped: Stats +2 Dex +9 Con dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +10 Resists +11% blight +10% nature +4% all Phys.save +6 (+2 eff.) Poison- +14% Disease- +15% ---------- misc Vim/melee +2.00 Light +3 Rings make your fingers look great! |
| Around neck | Beilen 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +5 Mag +2 Wil +3 Cun dps ---------- S.pwr/crit +5 ----- def ----- Armour +4 Fatigue -8% Resists +9% blight +4% all HP.reg +4.00 Blind- +33% ---------- misc Mana/turn +0.50 Max.mana +52.00 Infravis +6 Sight +2 See.Invis +12 Amulets make your neck look great! |
| In main hand | ethereal elven-wood bonestaff of channeling (129% power, 5 apr, acid element) 5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical 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 +23 (+8 eff.) Dmg.mod +25% acid Phasing +16% ----- def ----- Defense +14 (+6 eff.) Shield.pwr +5% ---------- misc Mana/turn +0.18 Talents +2 Corrosive Slashes +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. |
| Around waist | insulating hardened leather belt of burglary1.0 T3 belt armor [Ego+] Arcane/MasterEnchantment: Light Armour While equipped: Stats +4 Dex +4 Cun +5 Lck ----- def ----- Defense +2 (+1 eff.) Resists +7% fire +5% cold Spell.save +1 (+1 eff.) Stealth +6 ---------- misc T.Disarm +14 Infravis +4 A belt that goes around your waist. |
| In off hand | reinforced stralite shield of the stars (0 def, 14 armour, 159% power, 183.5 block) 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +184 Melee+ +10 light +11 darkness While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +11% light +15% darkness ----- def ----- Armour +14 Fatigue +8% Resists +13% light +14% darkness ---------- misc Talents +4 Acid Burst +1 Block Handheld deflection devices. |
| Cloak | Arena (4 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane/MasterEnchantment: Light Armour While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +30 (+8 eff.) Dmg.mod +12% mind ----- def ----- Defense +4 (+2 eff.) Resists +20% blight Spell.save +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. |
| Main armor | Brenubers the dwarven-steel plate armour (0 def, 18 armour) 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Spell.crit +5% Mind.pwr +25 (+9 eff.) Dmg.mod +9% mind Res.pen +25% mind +10% all Acc +10 (+3 eff.) Melee Ret 8 arcane ----- def ----- Armour +18 Fatigue +22% Silence- +67% ---------- misc Psi/ret +0.16 A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (speed 490%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Cunning 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%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 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. |
biting gale rune of the titan (damage 268; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 267.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 207; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 206.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune (87 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 87 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune of the titan (176 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 176 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1091% over 10 turns; mana 55; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1091% for 10 turns (101 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 71; cd 14)0.1 rune scroll [Ego] Arcane 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 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 4 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 116; dur 6; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 46; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Taiga Amulet0.1 T2 amulet jewelry [Unique] Nature While equipped: dps ---------- Melee+ 20 ice Ranged+ 20 ice Melee Ret 20 ice ----- def ----- Resists +20% cold Blind- +20% ---------- misc Cooldown Rimebark -3 Glaciate -3 Masteries +0.20 Wild-gift/Boreal No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (150). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Aeragamina' 0.1 T2 amulet jewelry [Rare] Arcane/Nature While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Resists +3% cold +13% temporal Phys.save +6 (+2 eff.) Mind.save +15 (+8 eff.) Silence- +10% Pinning- +23% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Anandur the copper ring 0.1 T1 ring jewelry [Rare] Arcane/Master While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Phys.crit +3.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all ----- def ----- HP.reg +2.00 Stun/Frz- +21% ---------- misc Vim/ret +0.00 Vim/melee +0.00 Rings make your fingers look great! |
Mardogund the Cleansegrinder0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +3 Wil dps ---------- Res.pen +20% temporal On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Max.HP +22.00 Disarm- +27% Pinning- +22% Knockbk- +28% ---------- misc Light +2 See.Invis +3 Rings make your fingers look great! |
Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Vim/ret +0.00 Vim/melee +0.00 Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
Tideslicer0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% cold Res.pen +15% mind ----- def ----- Resists +24% lightning +3% fire +9% nature +9% acid Rings make your fingers look great! |
mule's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -4% Resists +24% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
savage's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Spell.save +14 (+6 eff.) ---------- misc Max.stam +17.00 Rings make your fingers look great! |
steel ring 'Bregulin' 0.1 T2 ring jewelry [Rare] Arcane/Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +11% acid +4% all Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +15 (+6 eff.) Resists +22% acid ---------- misc Vim/ret +0.00 Vim/melee +0.00 Rings make your fingers look great! |
dwarven-steel battleaxe 'Frostjam' (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 141% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +19 fire On Crit.r2 +8 cold While equipped: dps ---------- Res.pen +10% arcane Melee Ret 4 darkness 6 cold ----- def ----- Resists +5% arcane +24% cold Massive two-handed battleaxes. |
flaming dwarven-steel battleaxe of rage (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +19 fire While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +14 (+5 eff.) Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of vileness (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +19 blight +10 mind On Hit: * 14% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce all saves and defense by 24 While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
Singesage (114% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight +8 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 9% chance to reduce strength, dexterity, and constitution by 25 While equipped: dps ---------- Dmg.mod +9% temporal +12% fire Res.pen +15% blight ----- def ----- Resists +9% temporal +6% fire Sharp, short and deadly. |
arcing dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 126% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, short and deadly. |
arcing steel dagger of paradox (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: ----- def ----- Resists +5% temporal Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
Mirenull the vined mindstar (88% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +8 nature On Crit.r2 +16 light While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% nature +12% light Res.pen +25% nature ----- def ----- Resists +15% cold Max.HP +15.00 HP.reg +0.90 ---------- 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. |
thorny mindstar 'Murkreaper' (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 blight While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Melee Ret 6 blight 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +6% blight +12% fire +9% temporal HP.reg +4.00 ---------- 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. |
steel ritual blade 'Isena' (94% power, 6 apr) steel ritual blade 'Isena' (94% power, 6 apr)1.0 T2 ritual blade 1H weapon [Rare] Master Power 95% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR (max 50%) Apr +6 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: Stats +5 Wil dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.pwr +15 (+6 eff.) Res.pen +15% mind ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.08 Max.hate +10.00 Sharp, short and deadly. |
Eclipse (117% power, 4 apr, light element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Gravity pin Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+9 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 144.73 physical (gravity) damage. Each target moved beyond the first increases the damage by 18.09 (up to a maximum of 72.37 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
ash starstaff 'Glaciershear' (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +12% blight +24% temporal Res.pen +35% blight +5% cold +10% temporal Phasing +14% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +12 (+5 eff.) Shield.pwr +6% Anom.red +5 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel waraxe (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 86 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +8% lightning Res.pen +8% lightning One-handed war axes. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Slippery Belt Slippery Belt1.0 T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature ---------- misc Equi/turn -0.50 On Mind Hit: 15% Slime Spit 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +1.10 Heal.mod +19% A belt that goes around your waist. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) A belt that goes around your waist. |
nightruned hardened leather belt of transcendence1.0 T3 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +7% light +6% darkness Phys.save +7 (+3 eff.) A belt that goes around your waist. |
Ashenvy the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +2 Dex +1 Cun +2 Con dps ---------- S.pwr/crit +2 Melee Ret 2 arcane ----- def ----- Defense +10 (+4 eff.) Phys.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yaredig the cashmere cloak (4 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane/PsionicEnchantment: Light Armour While equipped: Stats +4 Str +8 Wil +4 Cun dps ---------- Mind.crit +6% Apr +3 ----- def ----- Defense +4 (+2 eff.) Spell.save +1 (+1 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness +14% temporal Def/telep +16 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 5 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 11 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +11 Defense +12 (+5 eff.) Resists +15% acid +12% physical +12% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 27.32 to 34.15 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Samigund the Prismtrial (4 def, 3 armour)2.0 T3 cloth armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +5.0% Crit.mult +10.00% Dmg.mod +15% light ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +11% all Phys.save +24 (+8 eff.) ---------- misc Light +1 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
spellwoven cashmere robe of light (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% light ----- def ----- Resists +18% light +11% all Spell.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +7% fire +7% cold A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +3 Dex ----- def ----- Armour +3 Stealth +5 ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
Glowwrecker the hardened leather gloves (2 def, 2 armour)1.0 T2 hands armor [Rare] ArcaneEnchantment: Light Armour While equipped: Stats +4 Wil +2 Mag dps ---------- Spell.crit +2% Dmg.mod +5% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Spell.save +1 (+1 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +20.00 Light +3 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. |
restful drakeskin leather gloves of butchering (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Acc +9 (+3 eff.) Apr +13 ----- def ----- Armour +3 Resists +7% blight Spell.save +19 (+8 eff.) HP.reg +1.00 ---------- misc Stam/turn +2.00 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregodur the Pitchstreaker (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) Res.pen +10% arcane Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +2 (+1 eff.) Resists +9% cold +5% arcane +9% darkness ---------- misc Mana/turn +0.26 A pointy cloth hat, very wizardly... |
Naloren Cap (0 def, 0 armour)2.0 T1 head armor [Unique] Master While equipped: ---------- misc Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +7% HP.reg +2.40 A pointy cloth hat, very wizardly... |
dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +13% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightbore the steel mail armour (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +30 (+8 eff.) Melee Ret 2 darkness ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +19% fire +3% darkness +9% light Phys.save +3 (+1 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of implacability (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +6% Resists +13% blight +11% darkness Phys.save +6 (+2 eff.) ---------- misc Light +2 A suit of armour made of mail. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of command (5 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +22% Mind.save +31 (+16 eff.) A suit of armour made of metal plates. |
demon seed [dolleg] (21, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Blighted Path Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [fire imp] (37, body)0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (20, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Teleport- +55% Demon status: alive (47% life). The seed of a demon. |
demon seed [water imp] (20, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blackice Demon status: alive (58% life). The seed of a demon. |
demon seed [daelach] (39, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (21, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (13, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (14, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (24, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (38, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Doom Tendrils Demon status: alive (85% life). The seed of a demon. |
demon seed [dolleg] (25, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Grasp cast of level 3 Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (21, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrupt Light Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [fire imp] (7, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (75% life). The seed of a demon. |
demon seed [onilug] (18, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Farstrike Demon status: alive (46% life). The seed of a demon. |
demon seed [thaurhereg] (44, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Silence Demon status: alive (22% life). The seed of a demon. |
demon seed [water imp] (19, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (54% life). The seed of a demon. |
demon seed [dolleg] (16, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (25, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +23% blight +23% fire +23% physical Dmg.red +13 blight +13 fire +13 physical Demon status: alive (9% life). The seed of a demon. |
demon seed [quasit] (18, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +16% acid +16% physical +16% blight Res.pen +9% acid +9% physical +9% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (23, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Blood Shield Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [water imp] (11, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +13% blight +13% fire +13% darkness Res.pen +6% blight +6% fire +6% darkness Demon status: alive (100% life). The seed of a demon. |
13 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
250 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
16 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+5 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+5 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Obsidianwild the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% On Hit (Melee): * 10% chance to slow global speed by 51% * 20 arcane resource burn * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% blight +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ragoruithel the Burnwyrd (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% nature +3% mind Melee Ret 4 fire ----- def ----- Resists +11% nature +6% mind ---------- misc Light +2 See.Invis +18 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Marand' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +15% acid Melee Ret 2 acid ----- def ----- Resists +10% nature ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 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.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
12 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 438.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 119% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
thought-forged pouch of dwarven-steel shots of wind (15/15, 144% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Psionic Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Rld cld 6 Proj.spd +200% Ranged+ +8 mind On Hit: * 15% chance to reduce all saves and defense by 24 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage Shots are used with slings to pummel your foes to death. |
stralite torque of mindblast [power 382] (15 cooldown)2.0 T4 torque charm [Ego] Arcane/PsionicEnchantment: Charm Blast the opponent's mind dealing 485 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Hanurig' [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +6% acid Die.at -80.00 life Heal.mod +15% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 284] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
42 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Collector the Cornac Adventurer level 21
18th Dusk 122nd year of Ascendancy at 11:46 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By The Collector the Cornac Adventurer level 25
44th Dusk 122nd year of Ascendancy at 12:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By The Collector the Cornac Adventurer level 19
9th Dusk 122nd year of Ascendancy at 10:18 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Collector the Cornac Adventurer level 24
31st Dusk 122nd year of Ascendancy at 22:50 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Collector the Cornac Adventurer level 21
18th Dusk 122nd year of Ascendancy at 09:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By The Collector the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 01:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By The Collector the Cornac Adventurer level 20
9th Dusk 122nd year of Ascendancy at 10:23 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By The Collector the Cornac Adventurer level 21
18th Dusk 122nd year of Ascendancy at 11:46 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By The Collector the Cornac Adventurer level 27
28th Haze 122nd year of Ascendancy at 02:52 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By The Collector the Cornac Adventurer level 27
75th Dusk 122nd year of Ascendancy at 22:52 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By The Collector the Cornac Adventurer level 24
38th Dusk 122nd year of Ascendancy at 23:35 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By The Collector the Cornac Adventurer level 21
18th Dusk 122nd year of Ascendancy at 11:46 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By The Collector the Cornac Adventurer level 24
39th Dusk 122nd year of Ascendancy at 21:27 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By The Collector the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 22:50 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By The Collector the Cornac Adventurer level 21
18th Dusk 122nd year of Ascendancy at 11:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By The Collector the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 18:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By The Collector the Cornac Adventurer level 18
8th Dusk 122nd year of Ascendancy at 11:33 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
The Collector retunes the fabric of spacetime.
The Collector is no longer attracting creatures.
Talent Force Shield is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
The Collector picks up (h.): teleportation rune (range 46; cd 15).
Talent Irresistible Sun is ready to use.
The Collector picks up (a.): biting gale rune of the titan (damage 268; dur 4; cd 21).
The Collector picks up ( .): thought-forged pouch of dwarven-steel shots of wind (15/15, 144% power, 3 apr).
The Collector picks up ( .): garnet.
The Collector picks up ( .): woodsman's dwarven-steel pickaxe (dig speed 32 turns).
The Collector picks up (S.): insulating pair of hardened leather boots (0 def, 3 armour).
The Collector picks up (v.): flaming dwarven-steel battleaxe of rage (138% power, 2 apr).
The Collector picks up (U.): stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour).
Talent Dig is ready to use.
The Collector picks up (w.): thought-forged dwarven-steel battleaxe of vileness (137% power, 2 apr).
The Collector picks up (a.): movement infusion of the sneak (speed 490%; cd 16).
The Collector picks up (V.): spellwoven cashmere robe of light (+18%) (0 def, 0 armour).
The Collector picks up (N.): hardened leather belt of life.
The Collector picks up (b.): wild infusion of the psychic (res 21%; mental; dur 4; cd 11).
The Collector picks up ( .): emerald.
The Collector picks up (R.): Ashenvy the cashmere cloak (10 def, 0 armour).
The Collector picks up (A.): arcing dwarven-steel dagger of massacre (125% power, 7 apr).
Today is the 12nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).





































































































































