











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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 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 1.7.4Official 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 | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 29 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Zubiriada the deformed giant venus flytrap at level 12 on the 24th Dusk 122nd year of Ascendancy at 04:31 1 / 5Killed by Gloralaith the white wolf at level 23 on the 71st Haze 122nd year of Ascendancy at 21:27 Killed by worm that walks at level 29 on the 12nd Regrowth 123rd year of Ascendancy at 01:02 Killed by Ce'Nilratira the skeleton warrior at level 29 on the 22nd Regrowth 123rd year of Ascendancy at 09:47 Killed by Gara the animated hand at level 29 on the 22nd Regrowth 123rd year of Ascendancy at 11:52 |
| Antimagic | Follower |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 41 (base 42) |
| Constitution | 12 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 30 (base 20) |
| Cunning | 33 (base 17) |
Resources
| Life | 925/925 |
| Stamina | 273/273 |
| Equilibrium | 0 |
| Healing Factor | 1.2791526171257 |
| Regeneration | 19.634992672879 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 59 |
| Crit Chance | 29% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 59 |
| Crit Chance | 29% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +3% |
| Nature | +19% |
| Temporal | +12% |
| Blight | +9% |
| Physical | +11% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +15% |
| Lightning | +10% |
| Physical | +50% |
| Fire | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 10 |
| Physical Save | 37 |
| Spell Save | 41 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 13%( 70%) |
| Lightning | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 12% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 97% |
| Silence Resistance | 10% |
| Stun Resistance | 100% |
| Poison Resistance | 22% |
| Knockback Resistance | 12% |
Inscriptions (4/4)
| 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 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by Voratira the skeleton warrior. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Brandpanic (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +15% fire +25% physical ----- def ----- Armour +3 Fatigue +2% Resists +15% fire Pinning- +12% Stun/Frz- +12% Knockbk- +12% ---------- misc Max.stam +20.00 Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Bleakfury the linen wizard hat (16 def, 8 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Res.pen +15% darkness +10% physical Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +16 (+6 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
| On hands | Xerolle the Corpsemortal (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Melee+ 5 nature 4 fire Dmg.mod +19% nature +3% fire Res.pen +10% nature Acc +12 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to slow global speed by 46% On Melee Ret: * 26 arcane resource burn ----- def ----- Armour +3 Resists +11% blight +3% nature Phys.save +9 (+4 eff.) Spell.save +29 (+9 eff.) 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 | dwarven-steel pickaxe 'Natureward' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 6 nature ----- def ----- Armour +2 Resists +3% mind Crit.chn- 15.00% Die.at -60.00 life Max.HP +25.00 ---------- misc Max.stam +19.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Olosadugorn the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +9% mind +12% temporal ----- def ----- Mind.save +14 (+5 eff.) HP.reg +3.00 Confus- +48% Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | gold ring 'Areletta'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Str dps ---------- Phys.crit +4.0% Phys.pwr +17 (+4 eff.) Res.pen +5% physical Melee Ret 8 blight ----- def ----- Defense +15 (+5 eff.) Rings make your fingers look great! |
| Around neck | Growwarden0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +13% blight +3% cold +11% nature Poison- +22% Disease- +22% ---------- misc Max.hate +4.00 Amulets make your neck look great! |
| In main hand | Voidqueen the dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +16 darkness While equipped: dps ---------- Res.pen +10% lightning +10% physical +15% light Acc +14 (+3 eff.) Apr +5 Melee Ret 6 light 6 darkness One-handed war axes. |
| Around waist | Bearzerker Girdle Bearzerker Girdle1.0 T2 belt armor [Unique] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Apr +8 ----- def ----- Armour +4 Resists +5% cold +6% fire Mind.save +5 (+2 eff.) Max.HP +40.00 ---------- misc Stam/turn +1.00 Equi/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Level 1.3 Pwr.cost 30 out of 1/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 5 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 10, Physical Resistance by 28.5%, Physical Save by 19.00, and you deal an additional 19.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
| In off hand | Oathblade (124% power, 2 apr) Oathblade (124% power, 2 apr)3.0 T2 longsword 1H weapon [Unique] Nature/Master Power 124% Range: 1.4x Uses 30% Dex, 20% Mag, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +5.0% Atk.spd 100% Block +25 Dmg.conv 10% light While equipped: dps ---------- Dmg.mod +9% blight +11% physical ----- def ----- Defense +10 (+4 eff.) Resists +6% acid Silence- +10% ---------- misc Stam/ret +0.80 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 30% chance to parry attacks, reducing damage taken by up to 25% and deal 116% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
| Cloak | Olirak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +3% lightning Phys.save +9 (+4 eff.) Max.HP +100.00 HP.reg +2.00 Heal.mod +10% Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Layewen' (20 def, 10 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Spell.crit +5% Crit.mult +17.00% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +10 Defense +20 (+7 eff.) Fatigue +8% Resists +13% darkness +9% physical Spell.save +9 (+3 eff.) Max.HP +70.00 HP.reg +10.10 Heal.mod +16% Stun/Frz- +20% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
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 (105). 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. |
Salysera the Airpiercer0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +9% cold Res.pen +2% nature +5% lightning Melee Ret 4 lightning ----- def ----- Poison- +21% Rings make your fingers look great! |
surging yew vilestaff of breaching (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane 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 (+2 eff.) S.pwr/crit +4 Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of the prodigy (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [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: Stats +11 Mag +10 Wil +14 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +7 Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ulysin the stralite greatsword (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +12 acid While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% blight Res.pen +25% blight Phasing +30% Acc +19 (+5 eff.) ----- def ----- Defense +13 (+5 eff.) Resists +15% acid Disarm- +59% ---------- misc Mana/turn +0.08 Massive two-handed swords. |
Bleakmonster the iron longsword (111% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 darkness On Hit: * 10% chance to reduce damage dealt by 17% While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% light Sharp, long, and deadly. |
iron longsword (107% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword of crippling (140% power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
Cracklemonster (108% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +5% Vermin +5% Spiderkin On Crit: * Strike your target with a blast of Fire dealing 41 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +3% lightning Blunt and deadly. |
Vorewen the Starobeisance (137% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 cold +20 mind +8 light On Hit.r1 +8 lightning +16 acid On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +9% acid Res.pen +9% cold ----- def ----- Resists +18% acid One-handed war axes. |
iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered iron dagger of massacre (111% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Master Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 46% Sharp, short and deadly. |
Poltergeist's Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Tarryvor the Noonbane (147% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +14.0% Atk.spd 100% Melee+ +16 physical On Crit.r2 +8 physical While equipped: dps ---------- Res.pen +25% light ----- def ----- Armour +8 ---------- misc Light +3 Sharp, short and deadly. |
thorny mindstar of storms (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 lightning Dmg.mod +12% lightning Res.pen +9% lightning ----- def ----- Resists +12% 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. |
dwarven-steel steamgun of recursion4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic pouch of dwarven-steel shots of accuracy (17/19, 138% power, 3 apr)3.0 T3 shot ammo [Ego+] Master/Psionic Power 138% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +5.0% Capacity 19 Ranged+ +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
shocking dwarven-steel shield (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
spellwoven cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +11% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of nature (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +27% nature ----- def ----- Resists +25% nature +11% all Poison- +24% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +13% all Spell.save +23 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shockking the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
iron mail armour 'Delubers' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +4 Str dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +3% cold +10% nature Pinning- +10% A suit of armour made of mail. |
ornate iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Con ----- def ----- Armour +7 Fatigue +22% Phys.save +3 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Max.HP +24.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of metal plates. |
rejuvenating iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
sanctified dwarven-steel plate armour of acid resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +28% acid +14% fire D.Red.from +7% Demon A suit of armour made of metal plates. |
Lelogrim (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Cun dps ---------- S.pwr/crit +4 ----- def ----- Armour +16 Fatigue +22% Resists +24% acid +6% temporal Mind.save +3 (+1 eff.) ---------- misc Max.mana +80.00 Max.psi +40.00 A suit of armour made of metal plates. |
Brandtorrent the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% light ----- def ----- Armour +2 Resists +21% fire +6% cold ---------- misc Light +3 A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt 'Blastspitter'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% lightning Acc +15 (+4 eff.) ----- def ----- HP.reg +0.80 Heal.mod +10% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
linen cloak 'Chygrim' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Deepsburst' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Ten Thousand Leaves (8 def, 0 armour) Cloak of Ten Thousand Leaves (8 def, 0 armour)2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% darkness +12% nature ----- def ----- Defense +8 (+3 eff.) Resists +16% darkness Affinity +11% nature ---------- misc Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 3.0% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 30 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +3 ---------- misc Spell.cld 10% A pair of boots made of leather. |
pair of iron boots 'Brodygasus' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +2% Crit.chn- 15.00% ---------- misc Max.psi +10.00 Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Malydrahir' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +3% blight +5% arcane ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 15 mind 24 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 20 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+3 eff.) Mind.save -14 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Woestone' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness ---------- misc Talents +1 Ravager Ravager: Passive - Increase Physicalpower by 9.50 per each enemy you can see in a radius of 2. The increase is based on your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubildarevea the dwarven-steel helm (0 def, 16 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str ----- def ----- Armour +16 Fatigue +4% Phys.save +18 (+7 eff.) Stun/Frz- +20% ---------- misc Talents +1 Slayer Skullcr.mult +2 Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 273.7 Physical damage. If the attack hits, the target is confused (37% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
276 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +7% fire Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of psionic shield [power 99] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emelytira the elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ---------- misc Max.vim +30.00 Sting an enemy dealing 138 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Gaul the Krog Marauder level 23
6th Decay 122nd year of Ascendancy at 20:04 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Gaul the Krog Marauder level 26
2nd Wintertide 123rd year of Ascendancy at 16:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gaul the Krog Marauder level 10
10th Flare 122nd year of Ascendancy at 12:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gaul the Krog Marauder level 22
70th Haze 122nd year of Ascendancy at 14:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gaul the Krog Marauder level 10
9th Mirth 122nd year of Ascendancy at 13:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gaul the Krog Marauder level 20
64th Dusk 122nd year of Ascendancy at 15:10 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Gaul the Krog Marauder level 20
70th Dusk 122nd year of Ascendancy at 16:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gaul the Krog Marauder level 7
4th Mirth 122nd year of Ascendancy at 02:55 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Gaul the Krog Marauder level 21
73rd Dusk 122nd year of Ascendancy at 18:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gaul the Krog Marauder level 16
51st Dusk 122nd year of Ascendancy at 15:24 see stats
Log
Melee retaliation hits Elathra the animated skull for 5 light, 0 arcane, 6 blight, 5 nature, 5 darkness, 5 light, 0 arcane, 6 blight, 5 nature, 5 darkness (42 total damage).
Elathra the animated skull hits Gaul for (77 parried), 231 darkness, 6 cold, (14 parried), 41 darkness, 5 lightning, 99 darkness, 10 light, (14 parried), 41 darkness (433 total damage).
Acid Splash from Elathra the animated skull hits Gaul for 33 acid damage.
Burning from Ce'Nilratira the skeleton warrior hits Gaul for (12 parried), 35 fire (35 total damage).
Gaul uses Infusion: Wild.
Gaul stops burning.
Gaul is cured!
Gaul lessens the pain.
Gaul uses Evasion.
Gaul tries to evade attacks.
Gaul uses Block.
Ce'Nilratira the skeleton warrior casts Manathrust.
Gaul's bearzerker rage is extended after taking damage!
Ce'Nilratira the skeleton warrior hits Gaul for (25 blocked), 168 arcane (168 total damage).
Gara the animated hand casts Rune: Acid Wave.
Gaul is disarmed!
Gara the animated hand casts a protective shield just in time!
You feel a surge of power as a powerful creature falls nearby.
Gaul retaliates with Oathblade!
Gaul hits Gara the animated hand for 28 light damage.
Gara the animated hand hits Gaul for (25 blocked), (29 parried), 86 acid (86 total damage).
Gara the animated hand hits Elathra the animated skull for 93 acid damage.
Gaul the level 29 krog marauder was melted to death by Gara the animated hand on level 1 of Hallowed Fields.
Gaul no longer revels in blood quite so much.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gara the animated hand killed Gaul!
Saving game...
Saving done.


































































































































