










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 | Halfling |
| Class | Doombringer |
| Level / Exp | 22 / 63% |
| Size | small |
| Lifes / Deaths | Killed by Xerenor the fox at level 20 on the 68th Dusk 122nd year of Ascendancy at 20:49 2 / 3Killed by Xanadatha the giant yellow ant at level 21 on the 74th Dusk 122nd year of Ascendancy at 16:00 Killed by poison gas trap at level 22 on the 77th Dusk 122nd year of Ascendancy at 14:05 |
Primary Stats
| Strength | 52 (base 51) |
| Dexterity | 49 (base 39) |
| Constitution | 14 (base 12) |
| Magic | 19 (base 12) |
| Willpower | 18 (base 10) |
| Cunning | 15 (base 11) |
Resources
| Life | 789/789 |
| Stamina | 183/183 |
| Vim | 201/201 |
| Healing Factor | 1.1872895330003 |
| Regeneration | 0.29682238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 53 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Cold | +11% |
| All | +5% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +15% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.511077022655 (89.749889547741%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 19 |
| Physical Save | 21 |
| Spell Save | 13 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 28%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 240 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 3 turns and blocking 106 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 523% 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+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. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Gilynarileg the pair of iron boots (6 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +11% Apr +3 ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +2% Resists +6% fire Max.HP +40.00 Heal.mod +15% Disengage: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 72% 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. |
| Light source | brass lantern 'Darkmonster'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil +7 Mag dps ---------- On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +3% darkness Max.HP +44.00 ---------- misc Light +4 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 | Elara (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +2 Wil +1 Con dps ---------- Phys.crit +2.0% Res.pen +15% physical ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Gunorath the Chargewind [power 182] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Resists +3% lightning +3% fire Sting an enemy dealing 191 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Porigama0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str ----- def ----- Armour +4 Defense +20 (+7 eff.) Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| On fingers | painweaver's copper ring of clarity0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +5% all ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel greatmaul of crippling (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed mauls. |
| On hands | Bedur the Floespar (0 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee+ 8 cold Dmg.mod +6% cold ----- def ----- Armour +8 Resists +22% cold Max.HP +80.00 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. |
| Main armor | Rholantir (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Res.pen +15% blight ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +6% cold +17% fire Max.HP +27.00 ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | Balugen the linen cloak (1 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Badir0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Spell.crit +4% Dmg.mod +9% acid Res.pen +5% blight ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 77; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 143; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -118; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -118 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 118 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 68; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 68 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 132; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 16; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 3 physical, 4 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 33; dur 4; cd 21)0.1 rune scroll [Normal] 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 33.30 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
irestone steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +6% mind +6% darkness ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Amulets make your neck look great! |
Tempestpall0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag dps ---------- S.pwr/crit +4 Dmg.mod +9% blight +12% mind +3% arcane Res.pen +15% lightning ----- def ----- Resists +12% mind ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
copper ring of war0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Con Talents granted by this ego do not have their typical weapon type requirements. Skullcracker: Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 149.3 Physical damage. If the attack hits, the target is confused (39% effect) for 4 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. Rings make your fingers look great! |
psionicist's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Mind.save +4 (+2 eff.) Rings make your fingers look great! |
mule's steel ring of anchoring0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Resists +5% temporal Phys.save +4 (+2 eff.) Teleport- +23% ---------- misc Max.enc +21 Rings make your fingers look great! |
Filthdredge the ash vilestaff (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Nature 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% Phys.pwr +15 (+4 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight Res.pen +15% physical Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +7 (+3 eff.) Resists +12% nature ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 57.59 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Eilinusemira the iron battleaxe (121% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +12 (+4 eff.) ----- def ----- Armour +4 Resists +3% mind Crit.chn- 5.00% Knockbk- +20% ---------- misc Stam/turn +3.00 Massive two-handed battleaxes. |
Daimobers the steel battleaxe (126% power, 12 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Lightburn, causing 81 Light damage over 5 turns and reduces their armor by 9 for the duration. On Crit: * Sunders the enemy's weapon for 5 turns. While equipped: Stats +2 Dex +9 Mag +5 Wil dps ---------- Spell.pwr +9 (+4 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +10% light Massive two-handed battleaxes. |
electrified steel battleaxe of erosion (122% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Psionic Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to afflict the target with Haywire, causing 52 Lightning damage over 5 turns and giving them a 8% chance to fail using talents. While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +10% lightning Massive two-handed battleaxes. |
elemental steel battleaxe (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 49 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +9% fire Massive two-handed battleaxes. |
Adulewyn the Stokewreck (115% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: 12% Antimagic Zone 3 On Hit: * 20 arcane resource burn While equipped: ----- def ----- Resists +3% blight +12% fire +18% light Massive two-handed mauls. |
elemental iron greatmaul of extermination (112% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego++] Arcane Power 112% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Against +9% Vermin +9% Spiderkin On Hit: * Create an explosion dealing 49 cold damage (1/turn) On Crit: * Strike your target with a blast of Fire dealing 34 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: dps ---------- Crit.mult +16.00% Dmg.mod +10% cold Res.pen +7% cold Massive two-handed mauls. |
Demonguile the steel greatmaul (127% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 nature On Hit.r1 +20 light While equipped: dps ---------- Dmg.mod +9% light +15% darkness Res.pen +25% darkness ---------- misc Light +1 Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
tranquil steel greatmaul of erosion (129% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 129% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature On Hit: 12% Antimagic Zone 3 Massive two-handed mauls. |
truestriking steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+4 eff.) Apr +9 Massive two-handed swords. |
Cleanseschism (100% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Power 100% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Against +6% Vermin +7% Spiderkin On Hit.r1 +16 mind On Crit: * Strike your target with a blast of Fire dealing 34 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: dps ---------- Crit.mult +14.00% Dmg.mod +9% mind Res.pen +15% nature ----- def ----- Resists +6% acid +9% nature One-handed war axes. |
steel waraxe 'Arytta' (117% power, 9 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.0% Atk.spd 100% On Hit: 12% Antimagic Zone 2 While equipped: dps ---------- Apr +2 ----- def ----- Die.at -80.00 life One-handed war axes. |
hateful steel dagger of erosion (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 101% 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+ +5 darkness +7 nature Against +7% Living Sharp, short and deadly. |
manaburning dwarven-steel dagger of venom (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Disrupt/Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% On Hit: * 12 arcane resource burn On Crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%. Damage is based on Cunning. Sharp, short and deadly. |
creative vined mindstar of disruption (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) ---------- 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 steamsaw of fire resistance (+16%) (123% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +16% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced dwarven-steel steamsaw of lightning resistance (+18%) (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 118% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +8% Resists +18% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +11% all Acc +12 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
rough leather sling 'Brightsear'4.0 T1 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +20 light On Hit.r1 +8 light On Crit.r2 +9 lightning +10 cold +20 darkness While equipped: dps ---------- Mov.spd +26% Res.pen +7% lightning +7% cold ----- def ----- Resists +6% mind +3% darkness Slings are used to hurl stones or metal shots at your foes. |
stralite steamgun of piercing4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +11% all Acc +8 (+2 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Unrikor the Nightlady (20/20, 123% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 123% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +1.5% Capacity 20 Ranged+ +20 darkness On Hit.r1 +20 mind On Hit: * 20% chance to reduce damage dealt by 13% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of grasping (17/17, 143% power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature Power 144% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 73 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Gloomspawn the pouch of steel shots (21/21, 124% power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 darkness +20 mind On Hit.r1 +20 darkness On Hit: * 20 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots (23/23, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 125% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Rld cld 4 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield of the twisted (0 def, 4 armour, 54 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 20% chance to use Vile Rumination and lower the cooldown of up to 1 demented or corruption talent(s). This effect has a 20 turns cooldown. ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
prismatic rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% mind +11% light +10% darkness Mind.save +10 (+5 eff.) A suit of armour made of leather. |
ceremonial hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane While equipped: Stats +5 Dex +4 Mag ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Spell.save +12 (+9 eff.) A suit of armour made of leather. |
hardened leather armour 'Rainrune' (9 def, 6 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil +5 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +3% blight +6% physical +12% darkness +19% cold Phys.save +12 (+6 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
hardened leather armour of Xenithas (9 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +1.0% Spell.crit +2% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Spell.pwr +3 (+1 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
rejuvenating steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold HP.reg +2.10 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+6 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid HP.reg +3.80 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
Ulunarigund (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +20% mind Apr +1 ----- def ----- Armour +7 Fatigue +22% Resists +3% darkness Spell.save +3 (+3 eff.) Mind.save +9 (+4 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.hate +2.00 A suit of armour made of metal plates. |
cleansing iron plate armour of stability (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% blight +6% physical +11% nature Phys.save +11 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour 'Blizzardorder' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +12% cold Res.pen +10% cold Melee Ret 6 acid ----- def ----- Armour +7 Fatigue +22% Resists +6% blight +9% cold +3% temporal Phys.save +11 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour of fire resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% fire A suit of armour made of metal plates. |
Erelethad the Frostbreaker1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +4 Resists +3% cold Phys.save +5 (+3 eff.) Poison- +20% Cut- +10% Silence- +20% A belt that goes around your waist. |
Morningmaim1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +3% light Melee Ret 4 mind ----- def ----- Armour +6 Crit.chn- 10.00% ---------- misc Infravis +1 See.Invis +12 Create a temporary shield that absorbs 179 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
rough leather belt of the armsmaster1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Elenuruizor the Scabire (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% nature Res.pen +5% nature +20% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huroldir the linen cloak (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Defense +11 (+4 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ulfineg' (26 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +26 (+9 eff.) Resists +5% arcane Phys.save +5 (+3 eff.) Heal.mod +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvorandur the Pitchweeper (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Resists +6% fire +3% darkness +5% cold A pair of boots made of leather. |
Xeromira the Frostwell (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +9% light +6% temporal HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gluda (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +10 Melee Ret 4 blight ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.90 Mana/turn +0.20 Mana/s.crit +2.00 Max.stam +23.00 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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +16 (+11 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. |
scouring iron gauntlets of archery (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +7 On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Spell.save +10 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Veloda the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 4 blight 5 physical Dmg.mod +4% blight +22% physical Res.pen +10% physical ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) ---------- misc Max.stam +30.00 Light +2 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. |
cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +7% fire Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% fire 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. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
Layeldann the Flamespike (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +11% physical Res.pen +20% mind On Hit (Melee): * 20% chance to slow global speed by 40% * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +11% physical Spell.save +9 (+8 eff.) A pointy cloth hat, very wizardly... |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
315 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. |
Alemas the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +1.0% Res.pen +15% mind ----- def ----- Defense +15 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 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 87.58 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 87.58 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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +4 Mag ---------- misc Talents +1 Bastion +1 Operative +1 Citadel Masteries +0.18 Corruption/Brutality +0.20 Spell/Necrosis +0.18 Corruption/Wrath +0.20 Steamtech/Chemical warfare Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Hetteladunazor the Sunmaim [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Dmg.mod +6% mind +6% fire Melee Ret 8 mind ---------- misc Equi/ret +0.16 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 184 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ividhenne [power 230] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% physical ----- def ----- Resists +3% cold Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 242 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lubarc the Halfling Doombringer level 11
12nd Dusk 122nd year of Ascendancy at 06:03 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Lubarc the Halfling Doombringer level 5
77th Pyre 122nd year of Ascendancy at 22:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lubarc the Halfling Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 16:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lubarc the Halfling Doombringer level 20
66th Dusk 122nd year of Ascendancy at 21:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lubarc the Halfling Doombringer level 21
74th Dusk 122nd year of Ascendancy at 18:49 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Lubarc the Halfling Doombringer level 13
34th Dusk 122nd year of Ascendancy at 18:50 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lubarc the Halfling Doombringer level 9
8th Mirth 122nd year of Ascendancy at 09:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lubarc the Halfling Doombringer level 12
21st Dusk 122nd year of Ascendancy at 10:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lubarc the Halfling Doombringer level 17
57th Dusk 122nd year of Ascendancy at 04:34 see stats
Log
Lubarc casts Rune: Shielding.
A shield forms around Lubarc.
Lubarc casts Surge of Power.
Lubarc surges with an incredible power!
Lubarc receives 55 healing from Surge of Power.
Lubarc misses Something.
Rogue sapper's poison gas trap's random poison area effect hits Lubarc for (21 abyssal shield), (55 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Lubarc crumbles.
Poison from Rogue sapper's poison gas trap hits Lubarc for (21 abyssal shield), (185 absorbed), 19 nature (19 total damage).
Lubarc shrugs off the effect 'Disarmed'!
Lubarc casts Abduction.
Lubarc misses Something.
Talent Detonating Charge is ready to use.
Talent Rush is ready to use.
Talent Reckless Strike is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Poison from Rogue sapper's poison gas trap hits Lubarc for (16 abyssal shield), 209 nature (209 total damage).
Poison from Rogue sapper's poison gas trap hits Lubarc for (16 abyssal shield), 209 nature (209 total damage).
Rogue sapper activates a prepared device.
Poison from Rogue sapper's poison gas trap hits Lubarc for (16 abyssal shield), 209 nature (209 total damage).
Lubarc the level 22 halfling doombringer was slimed to death by a Rogue sapper's poison gas trap on level 3 of Old Forest.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poison from Rogue sapper's poison gas trap killed Lubarc!
Saving game...
Saving done.




























































































































