










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Hulk! 1.4.8 Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: 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 | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 16 / 40% |
Size | medium |
Lifes / Deaths | Killed by Rshayom the thalore at level 11 on the 33rd Haze 122nd year of Ascendancy at 21:01 / 2Killed by minotaur at level 16 on the 69th Haze 122nd year of Ascendancy at 11:48 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 22) |
Magic | 74 (base 43) |
Willpower | 23 (base 13) |
Cunning | 19 (base 11) |
Resources
Life | -310/282 |
Mana | 138/270 |
Soul | 12/12 |
Healing Factor | 1.2224166372473 |
Regeneration | 4.9507873808516 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 29 |
Accuracy | 20 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Light | +11% |
Temporal | +5% |
Physical | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 4 |
Physical Save | 18 |
Spell Save | 40 |
Mental Save | 29 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 13%( 70%) |
Mind | + 12%( 70%) |
All | + 6%( 70%) |
Temporal | + 9%( 70%) |
Cold | + 33%( 70%) |
Fire | + 23%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Disarm Resistance | 29% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1044% for 10 turns (230 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/13 |
| 0/28 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% acid +3% temporal +6% blight +18% fire +3% nature Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 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 | ![]() 5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +4 Mag +2 Cun dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +7 (+3 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness Res.pen +5% physical Acc +8 (+4 eff.) ----- def ----- Spell.save +12 (+4 eff.) Die.at -20.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness Acc +6 (+3 eff.) Apr +2 ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +9% cold Phys.save +6 (+4 eff.) Mind.save +5 (+3 eff.) Die.at -20.00 life Disarm- +29% 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 | ![]() 9.0 T2 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind Mind.save +14 (+7 eff.) Max.HP +34.00 HP.reg +3.80 Heal.mod +12% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- 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. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Melee+ 5 light 6 darkness Dmg.mod +10% darkness +5% temporal +11% light +4% physical On Melee Ret: * 6% chance to reduce damage dealt by 13% * 6% chance to blind Amulets make your neck look great! |
Inventory
![]() 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 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +14.00% Acc +6 (+3 eff.) Apr +10 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +4 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +2% physical +3% cold Heal.mod +5% Knockbk- +20% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +7 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) 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 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 165.86 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% (332). 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. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +3 Hardiness +2% Phys.save +9 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Dmg.mod +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold Res.pen +15% lightning ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 127.28 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +4 Con dps ---------- Spell.crit +15% Crit.mult +23.00% Spell.pwr +11 (+3 eff.) Dmg.mod +15% fire ----- def ----- Resists +9% fire HP.reg +0.60 Heal.mod +11% ---------- misc Psi/ret +0.04 Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil +5 Cun dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+3 eff.) S.pwr/crit +6 Dmg.mod +15% cold ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+3 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 28.86 to 34.64 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% darkness ----- def ----- Armour +4 Hardiness +2% Phys.save +2 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +2 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 127.28 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+4 eff.) Dmg.mod +24% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Arcane/Master Power 25.0 - 40.0 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 99 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +7% Unnatural On Hit: * 16% chance to slow global speed by 40% While equipped: Stats +2 Wil Massive two-handed swords. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% 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 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 178.25 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light Against +5% Undead On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +23% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +8% acid +8% lightning +8% cold +9% fire +3% all Spell.save +7 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Crit.r2 +14 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- All.spd +3% Res.pen +6% fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 cold On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +5.0% Atk.spd 100% Phasing +10% Melee+ +8 cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 99 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +5% acid Res.pen +7% acid Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light Against +9% Undead On Hit.r1 +6 fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +8% physical Acc +8 (+4 eff.) Apr +6 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 117.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +9 fire While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +1.5% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 13 On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +11 light Against +9% Undead On Hit.r1 +9 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Psionic Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +17 darkness Against +11% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Random Unique] Arcane/Master Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 18 Ranged+ +7 blight On Crit.r2 +16 arcane On Hit: * 29% chance to reduce strength, dexterity, and constitution by 28 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 cold Melee Ret 1 ice ----- def ----- Armour +6 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 40% * 3 arcane resource burn ----- def ----- Resists +6% blight +7% all Max.HP +42.00 HP.reg +1.60 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +5% temporal +6% arcane +6% all ----- def ----- Resists +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +11% blight +16% cold +11% nature A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 10 acid 8 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +6% Resists +11% acid +11% fire Mind.save +11 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +7 Dex +5 Mag +4 Wil +9 Cun ----- def ----- Armour +7 Defense +8 (+4 eff.) Fatigue +7% Max.HP +35.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% light +11% darkness +5% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% temporal +11% light +11% darkness A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +34.00 HP.reg +3.50 Heal.mod +10% A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +11% darkness A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +14% blight A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +12% cold Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Resists +5% arcane +3% mind A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 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. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- 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. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +12% fire +5% nature +6% cold ----- def ----- Armour +2 Resists +12% acid +6% light +6% lightning +5% arcane +6% nature 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. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +12% lightning Res.pen +15% light +10% fire ----- def ----- Armour +2 Resists +10% lightning +9% fire ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 76.17 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Melee+ 10 fire Dmg.mod +7% fire ----- def ----- Armour +2 Fatigue +3% Resists +8% fire Spell.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +7 (+3 eff.) Apr +5 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +21 (+7 eff.) 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. |
![]() 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +11% light +11% darkness ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Rojer the Higher Necromancer level 15
68th Haze 122nd year of Ascendancy at 10:51 see stats
By Rojer the Higher Necromancer level 11
36th Haze 122nd year of Ascendancy at 20:20 see stats
By Rojer the Higher Necromancer level 10
28th Dusk 122nd year of Ascendancy at 23:15 see stats
By Rojer the Higher Necromancer level 16
69th Haze 122nd year of Ascendancy at 10:18 see stats
By Rojer the Higher Necromancer level 7
26th Dusk 122nd year of Ascendancy at 03:03 see stats
By Rojer the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 07:53 see stats
By Rojer the Higher Necromancer level 10
34th Dusk 122nd year of Ascendancy at 10:16 see stats
By Rojer the Higher Necromancer level 11
33rd Haze 122nd year of Ascendancy at 21:01 see stats
Log
Bleeding from Rojer hits Minotaur for 18 physical damage.
Bleeding from Rojer hits Bandit Leader Cyreda for 41 physical damage.
Bandit Leader Cyreda uses Block.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior hits Bandit Leader Cyreda for (124 blocked), 8 physical, (59 blocked), 0 physical, (57 blocked), 0 physical (8 total damage).
The shield around bone giant crumbles.
Burning from Bandit Leader Cyreda hits Bone giant for (7 absorbed), 0 fire, (4 absorbed), 0 cold, (7 absorbed), 0 lightning, (7 absorbed), 0 arcane (0 total damage).
Rojer misses Minotaur.
Burning from Bandit Leader Cyreda hits Armoured skeleton warrior for 7 fire, 7 cold, 7 lightning, 7 arcane (29 total damage).
Your shield crumbles under the damage!
The shield around Rojer crumbles.
Rojer has finished recovering.
Rojer's aura of power vanishes.
Talent Invoke Darkness is ready to use.
Minotaur hits Rojer for (29 absorbed), 0 physical, (4 absorbed), 0 cold, (1 absorbed), 7 temporal (7 total damage).
Armoured skeleton warrior is no longer out of phase.
Burning from Bandit Leader Cyreda hits Armoured skeleton warrior for 5 fire, 5 cold, 5 lightning, 5 arcane (21 total damage).
Burning from Bandit Leader Cyreda hits Armoured skeleton warrior for 6 fire, 6 cold, 6 lightning, 6 arcane (25 total damage).
Bandit Leader Cyreda stops burning.
Burning from Bandit Leader Cyreda hits Minotaur for 6 fire, 6 cold, 6 lightning, 6 arcane (25 total damage).
Bleeding from Rojer hits Minotaur for 15 physical damage.
Bleeding from Rojer hits Bandit Leader Cyreda for (34 blocked), 0 physical (0 total damage).
Bandit Leader Cyreda uses Shield Pummel.
Rojer is stunned!
Bandit Leader Cyreda hits Rojer for 9 fire, 8 cold, 11 lightning, 10 arcane, 4 fire, 4 cold, 5 lightning, 5 arcane, 3 fire, 3 cold, 4 lightning, 4 arcane, 4 fire, 3 cold, 4 lightning, 4 arcane, 7 fire, 6 cold, 8 lightning, 8 arcane, 12 fire, 11 cold, 14 lightning, 13 arcane, 4 fire, 4 cold, 5 lightning, 5 arcane, 3 fire, 3 cold, 4 lightning, 4 arcane, 4 fire, 3 cold, 4 lightning, 4 arcane, 7 fire, 6 cold, 8 lightning, 8 arcane (241 total damage).
Armoured skeleton warrior hits Bandit Leader Cyreda for 79 physical damage.
Minotaur performs a melee critical strike against Rojer!
Minotaur hits Rojer for 97 physical, 6 cold, 13 temporal (116 total damage).
Rojer the level 16 higher necromancer was timewarped to death by a minotaur on level 1 of bandit fortress.