











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.7Official 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:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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 | Doomelf |
| Class | Corruptor |
| Level / Exp | 19 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 3rd Summertide 122nd year of Ascendancy at 20:42 2 / 4Killed by Assassin Lord at level 18 on the 29th Haze 122nd year of Ascendancy at 21:00 Killed by Lisymira the minotaur at level 19 on the 52nd Haze 122nd year of Ascendancy at 23:14 Killed by Lisymira the minotaur at level 19 on the 53rd Haze 122nd year of Ascendancy at 02:45 |
Primary Stats
| Strength | 16 (base 18) |
| Dexterity | 5 (base 10) |
| Constitution | 25 (base 28) |
| Magic | 43 (base 47) |
| Willpower | 20 (base 13) |
| Cunning | 8 (base 10) |
Resources
| Life | -124/571 |
| Mana | 218/278 |
| Vim | 0/149 |
| Healing Factor | 1.6853846153846 |
| Regeneration | 13.904423076923 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +87.878787878788% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 3 |
| Crit Chance | 6% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Acid | 0% |
| Nature | +13% |
| Darkness | +15% |
| Blight | +20% |
| Arcane | +3% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +10% |
| Arcane | +15% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 15 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 25%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 18%( 70%) |
| Cold | + 13%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 53% |
| Silence Resistance | 10% |
| Stun Resistance | 5% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 298 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Dark Ritual |
| talent | Blood Fury |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | Reduces global action speed by 14% and all outgoing projectiles speed by 32%. Congeal Time |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 8. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belissra the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% blight ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +2% Resists +3% blight +6% cold +3% mind Max.HP +60.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 102 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| Light source | Hathygar2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Resists +3% blight +3% temporal +3% light Crit.dmg- 15.00% Max.HP +20.00 Heal.mod +15% ---------- 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 | rough leather cap 'Glorodann' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +25 (+6 eff.) Dmg.mod +3% arcane Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal ---------- misc Mana/s.crit +1.00 Max.mana +20.00 A cap made of leather. |
| Tool | Lisoralle the steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Armour +4 Resists +3% temporal Heal.mod +10% Stun/Frz- +10% Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 76 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | copper ring 'Arthasalin'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +3% mind Mind.save +6 (+5 eff.) Max.HP +20.00 Confus- +33% ---------- misc Max.psi +40.00 Rings can have magical properties. |
| 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 | yew vilestaff 'Cinderpride' (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+5 eff.) Dmg.mod +20% blight +15% fire +15% darkness Res.pen +15% arcane Melee Ret 4 arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | troll-hide cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +16% fire Max.HP +30.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of leather. |
| Cloak | Flashslicer the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% fire Acc +4 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Die.at -40.00 life Silence- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Alulagorn'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Resists +13% mind Spell.save +3 (+2 eff.) Confus- +20% ---------- misc Mana/turn +0.04 Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 90; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 86; cd 12)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 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 72; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 128; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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 26 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; physical, temporal, fire, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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: 3 physical, 5 temporal, 5 fire, 3 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cyrudann the Mucuscrypt0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +10% mind +3% nature Confus- +23% ---------- misc Max.hate +6.00 Max.psi +20.00 Amulets can have magical properties. |
Flamestone the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Apr +3 ----- def ----- Armour +4 Resists +10% lightning +1% physical +9% mind +12% fire Stun/Frz- +28% ---------- misc Max.stam +30.00 Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+7 eff.) Apr +7 ----- def ----- Defense +7 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings can have magical properties. |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+5 eff.) Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings can have magical properties. |
rogue's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +8 (+8 eff.) Resists +20% fire Rings can have magical properties. |
hateful dwarven-steel battleaxe of massacre (39.5-59.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 39.5 - 59.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 darkness Against +14% Living Massive two-handed battleaxes. |
hateful iron battleaxe (12.5-18.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 12.5 - 18.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Massive two-handed battleaxes. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+10 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 72.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+18 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Blastbraze the dwarven-steel greatmaul (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +12 mind While equipped: dps ---------- Dmg.mod +9% lightning +3% cold +18% mind Acc +10 (+10 eff.) ----- def ----- Defense +12 (+12 eff.) Resists +6% mind Disarm- +43% Massive two-handed mauls. |
arcing steel greatsword of massacre (33.5-53.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Massive two-handed swords. |
flaming steel greatsword of massacre (31-49.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 31.0 - 49.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed swords. |
steel greatsword (21.5-34.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Xagarin the Frozenpunish4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 cold On Hit: * 20% chance to slow global speed by 38% While equipped: Stats +6 Dex dps ---------- Dmg.mod +18% cold Res.pen +9% physical +10% cold ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
balanced steel longsword (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +22% Sharp, long, and deadly. |
horrifying thorny mindstar of balance (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 3 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of resolve (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 mind 4 darkness Dmg.mod +3% mind +5% darkness ----- def ----- Spell.save +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. |
horrifying vined mindstar of resolve (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 4 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Spell.save +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. |
nature's mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+3 eff.) Disease- +11% ---------- misc Equi/ret +0.50 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. |
Cuthorach the drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: * 20% chance to slow global speed by 38% While equipped: Stats +2 Str dps ---------- Phys.crit +13.0% Phys.pwr +10 (+5 eff.) Res.pen +7% all Acc +22 (+19 eff.) Apr +5 On Hit (Ranged): * 10% chance to slow global speed by 38% ----- def ----- Resists +5% arcane +3% lightning Spell.save +12 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Emelydassra the Duathelbiter (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +18 (+5 eff.) Dmg.mod +10% blight +3% darkness Res.pen +20% darkness ----- def ----- Die.at -20.00 life HP.reg +4.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.9 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 81.46 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (163). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 41.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
Brightbraze the steel waraxe (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness +8 blight Against +9% Living On Hit.r1 +8 fire On Crit.r2 +12 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Resists +6% fire One-handed war axes. |
Elymira the Shiverblood (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 cold On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +4 Con dps ---------- Phys.crit +7.0% Phys.pwr +6 (+3 eff.) Dmg.mod +12% nature +9% cold ---------- misc Infravis +2 One-handed war axes. |
steel waraxe of crippling (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Belavena1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil ----- def ----- Defense +11 (+11 eff.) Resists +3% blight Stealth +5 Stun/Frz- +20% A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt 'Camylin'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +12% physical Acc +10 (+10 eff.) ----- def ----- Phys.save +8 (+4 eff.) Die.at -60.00 life A belt that goes around your waist. |
rough leather belt 'Armerig'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Resists +5% arcane +3% nature Max.HP +33.00 ---------- misc Max.hate +2.00 A belt that goes around your waist. |
Veluyathra the cashmere cloak (10 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Mind.crit +1% Mind.pwr +15 (+8 eff.) Res.pen +15% mind Apr +4 ----- def ----- Armour +6 Defense +10 (+10 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Yaryhell' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +1 Wil +4 Cun ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of the mountain (+7%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% physical ----- def ----- Resists +11% physical +7% all Mind.save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamerim (0 def, 9 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +15% blight ----- def ----- Armour +9 Fatigue +2% Resists +1% physical ---------- 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. |
Glitha the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Mind.save +3 (+3 eff.) Disarm- +20% Pinning- +10% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
Islelaith the Breezewarden (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +5.00% Res.pen +15% nature ----- def ----- Armour +1 Resists +12% light +1% physical ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Norain the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 13 * 20% chance to reduce armor by 38% ----- def ----- Armour +4 Fatigue -3% Phys.save +9 (+4 eff.) ---------- misc Max.enc +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubybeth the Weeppyre (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +18% nature Res.pen +20% acid Acc +30 (+23 eff.) ----- def ----- Armour +3 Resists +6% nature Stealth +9 A pair of boots made of leather. |
pair of dwarven-steel boots 'Olimnir' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Mind.pwr +25 (+13 eff.) Apr +8 ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Cuthidas' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +5 Wil +7 Lck dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Resists +2% physical +6% temporal Stealth +5 ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- 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. |
pair of rough leather boots 'Spiderknave' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Wil +6 Lck dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Armour +1 Resists +3% nature Stealth +6 Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belanik the Cobrastrike (6 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Defense +6 (+6 eff.) Resists +9% lightning +16% fire +3% nature Spell.save +3 (+2 eff.) Cut- +10% A pointy cloth hat, very wizardly... |
Boltbreacher the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +1 Mag +1 Cun +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 10.00% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 9.53 to 28.58 lightning damage (19.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eclipsewing (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +3 Str ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 51% and attempts to push all creatures other than yourself out of its radius, inflicting 4.36 light damage and 5.01 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cleansing steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% nature +10% blight Max.HP +25.00 A suit of armour made of mail. |
enlightening iron mail armour of spell shielding (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +5% arcane Spell.save +12 (+6 eff.) Mind.save +11 (+8 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of the deep (2 def, 15 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Defense +2 (+2 eff.) Fatigue +12% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% fire HP.reg +3.90 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Yvinor the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 10 fire Melee Ret 9 acid 9 fire On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +33% acid +10% fire +18% cold +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +13% nature +11% blight A suit of armour made of leather. |
cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% temporal A suit of armour made of leather. |
rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +22.00 HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Pyrewrither (0 def, 11 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +6% blight +9% fire Res.pen +25% arcane Phasing +30% ----- def ----- Armour +11 Fatigue +22% Resists +14% darkness +8% physical ---------- misc Mana/s.crit +2.00 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
acidic steel shield of resistance (0 def, 4 armour, 15-18 power, 38.5 block)7.0 T2 shield armor [Ego+] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 On Hit: * 13% chance to reduce armor by 38% While equipped: dps ---------- Melee+ 6 acid Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +5% fire +7% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
acidic quiver of yew arrows of crippling (20/20, 36.5-51.1 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 36.5 - 51.1 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Arrows are used with bows to pierce your foes to death. |
chilling quiver of ash arrows of accuracy (23/23, 21-29.4 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 23 Ranged+ +8 cold Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of vileness (18/18, 18-25.2 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +14 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 28 Arrows are used with bows to pierce your foes to death. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
75 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerana the Rootstreak (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% acid Res.pen +5% acid Melee Ret 4 nature ----- def ----- Resists +6% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Ivawyn' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% lightning +3% darkness +5% arcane ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 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.(69 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. |
brass lantern 'Zubarita'2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Res.pen +5% blight ----- def ----- Resists +6% blight ---------- misc Light +5 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 78.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
arcing pouch of steel shots of erosion (14/14, 19-22.8 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Nature Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Ranged+ +5 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Shots are used with slings to pummel your foes to death. |
Emelyrera [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% light +15% lightning Heal.mod +20% Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Gytha' [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Dex +1 Wil +1 Con Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 229 Base Damage: 103 Armor: 0 All Resist: 1 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Khorkh the Doomelf Corruptor level 16
56th Dusk 122nd year of Ascendancy at 12:05 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Khorkh the Doomelf Corruptor level 6
77th Pyre 122nd year of Ascendancy at 09:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Khorkh the Doomelf Corruptor level 10
3rd Flare 122nd year of Ascendancy at 23:07 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Khorkh the Doomelf Corruptor level 18
30th Haze 122nd year of Ascendancy at 01:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Khorkh the Doomelf Corruptor level 18
29th Haze 122nd year of Ascendancy at 06:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Khorkh the Doomelf Corruptor level 11
5th Flare 122nd year of Ascendancy at 10:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Khorkh the Doomelf Corruptor level 14
29th Dusk 122nd year of Ascendancy at 00:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Khorkh the Doomelf Corruptor level 18
77th Dusk 122nd year of Ascendancy at 04:48 see stats
Log
Lisymira the minotaur loses 4 health to the entropy.
Lisymira the minotaur casts Congeal Time.
Khorkh forces the iceblock to shatter.
Khorkh is free from the ice.
Khorkh slows down.
Khorkh is no longer out of phase.
Talent Blood Boil is ready to use.
Lisymira the minotaur loses 4 health to the entropy.
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Khorkh casts Soul Rot.
Lisymira the minotaur is afflicted by a decrepitude disease!
Khorkh's Soul Rot hits Lisymira the minotaur for 227 blight damage.
Lisymira the minotaur uses Dual Strike.
Lisymira the minotaur performs a melee critical strike against Khorkh!
Khorkh is stunned!
Melee retaliation hits Lisymira the minotaur for 4 arcane, 2 arcane (6 total damage).
Khorkh hits Lisymira the minotaur for 32 fire damage.
Lisymira the minotaur hits Khorkh for 38 physical, 71 darkness, 107 fire, 38 physical, 54 darkness (308 total damage).
Lisymira the minotaur loses 4 health to the entropy.
Decrepitude Disease from Khorkh hits Lisymira the minotaur for 12 blight damage.
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Khorkh casts Blood Boil.
Lisymira the minotaur is free from the decrepitude disease.
Lisymira the minotaur slows down.
Khorkh receives 112 healing.
Khorkh hits Lisymira the minotaur for 100 blight damage.
Lisymira the minotaur performs a melee critical strike against Khorkh!
Lisymira the minotaur's spell attains critical power!


































































































































