











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Spell Merchants 1.6.0
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 38 / 10% |
Size | huge |
Lifes / Deaths | Killed by alchemist golem at level 12 on the 4th Dusk 122nd year of Ascendancy at 21:40 0 / 8Killed by Emyvea the Guardian at level 13 on the 22nd Dusk 122nd year of Ascendancy at 15:36 Killed by Steit the Guardian at level 13 on the 22nd Dusk 122nd year of Ascendancy at 23:35 Killed by forest wight at level 19 on the 33rd Dusk 122nd year of Ascendancy at 15:02 Killed by greater multi-hued wyrm at level 24 on the 67th Haze 122nd year of Ascendancy at 09:57 Killed by orc high cryomancer at level 36 on the 68th Pyre 123rd year of Ascendancy at 16:46 Killed by dreaming horror at level 38 on the 77th Pyre 123rd year of Ascendancy at 04:35 Killed by dreaming horror at level 38 on the 77th Pyre 123rd year of Ascendancy at 06:43 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 28 (base 28) |
Constitution | 65 (base 60) |
Magic | 50 (base 29) |
Willpower | 48 (base 35) |
Cunning | 17 (base 11) |
Resources
Life | -361/1532 |
Stamina | 318/318 |
Equilibrium | 35 |
Healing Factor | 1.6510638297872 |
Regeneration | 75.519761481772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 9 |
See Stealth | 45.228472466426 |
See Invisible | 45.228472466426 |
Offense: Mainhand
Damage | 174 |
Accuracy | 51 |
Crit Chance | 27% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Cold | +33% |
All | 0% |
Lightning | +9% |
Light | +31% |
Darkness | +45% |
Mind | +54% |
Fire | +33% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +15% |
Light | +5% |
Darkness | +10% |
Cold | +35% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 59.063402816797 (90.416666666667%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 79 |
Mental Save | 62 |
Defense: Resistances
Lightning | + 50%( 70%) |
Acid | + 29%( 70%) |
Darkness | + 43%( 70%) |
Cold | + 43%( 70%) |
Mind | + 36%( 70%) |
Physical | -2%( 70%) |
Fire | + 41%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 713 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 49% faster, and you are invisible (power 30). Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.78 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 31%. Distortion |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 31.71, and stamina regeneration by 6.34. Bloodbath |
detrimental effect | Fatigue from poor sleep, dealing 95.94 mind damage per turn. Restless Night |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target is wide awake and has 36% resistance to sleep effects. Insomnia |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Mieia. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by giant grey rat. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the injured seer from death by Mieia. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Mieia. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 413. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +15% cold Res.pen +10% cold +5% light +10% mind Melee Ret 10 cold ----- def ----- Armour +4 Fatigue +3% Resists +12% mind +6% cold ---------- misc Stam/turn +0.80 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 arrow ammo [Ego] Arcane/Master Power 13.5 - 18.9 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 12 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 94, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 395.85 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T2 head armor [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 (+3 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +9% lightning +24% mind Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Resists +21% lightning Mind.save +18 (+5 eff.) ---------- misc Light +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun +1 Mag dps ---------- Mov.spd +15% Melee+ 31 light Ranged+ 18 light Dmg.mod +16% light Acc +20 (+7 eff.) Apr +13 Melee Ret 2 mind ----- def ----- Defense +16 (+8 eff.) Resists +3% darkness Phys.save +3 (+1 eff.) Heal.mod +20% ---------- misc Max.hate +2.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +21% fire +12% mind +15% darkness ----- def ----- Resists +18% fire Spell.save +9 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 69.0 - 110.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +12 cold While equipped: dps ---------- Dmg.mod +15% darkness +18% cold On Hit (Melee): * 20% chance to slow global speed by 63% * 20 arcane resource burn ----- def ----- Resists +15% lightning Massive two-handed swords. |
On hands | ![]() 1.0 T3 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 18 mind 19 darkness On Hit (Melee): * 14% chance to reduce all saves and defense by 35 ----- def ----- Armour +7 Mind.save -7 (-2 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T3 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +19 Defense +3 (+2 eff.) Fatigue +12% Resists +8% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. This object's appearance was changed to stralite plate armour. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +3% darkness +15% cold HP.reg +4.00 Heal.mod +10% Confus- +20% Knockbk- +20% 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 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +12% fire Res.pen +25% cold Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% mind +6% fire ---------- misc Masteries +0.28 Technique/Berserker's strength Amulets can have magical properties. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -137 life. The duration and life will increase by 1% for every 1% life you have lost (currently 137 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 46% faster, and you are invisible (power 29). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Phys.save +13 (+3 eff.) Spell.save +17 (+3 eff.) Mind.save +15 (+4 eff.) Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Melee+ 14 light 15 darkness Dmg.mod +13% darkness +15% arcane +15% light On Melee Ret: * 9% chance to blind * 8% chance to reduce damage dealt by 29% ---------- misc Telepathy Demon/Major Demon/Minor Humanoid/Orc All Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +18% nature +15% blight Blind- +28% Poison- +32% Disease- +27% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 28 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+7 eff.) Max.HP +64.00 HP.reg +13.00 Heal.mod +13% Rings can have magical properties. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +17 (+7 eff.) Dmg.mod +25% physical Phasing +21% ----- def ----- Defense +14 (+7 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +21 (+8 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ----- def ----- Armour +7 Defense +4 (+2 eff.) ---------- misc Wards +2 lightning +2 cold +2 arcane +2 fire Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +8 (+2 eff.) Spell.pwr +26 (+10 eff.) Dmg.mod +25% blight Acc +9 (+3 eff.) ---------- misc Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +5% Spell.pwr +26 (+10 eff.) Dmg.mod +30% fire ----- def ----- Resists +12% temporal +20% darkness +3% light Mind.save +12 (+3 eff.) Blind- +20% Knockbk- +10% Def/telep +25 Res/telep +23% Dur/telep +24% ---------- misc Mana/turn +0.31 Max.mana +202.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 62.0 - 93.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +41 acid +19 nature While equipped: dps ---------- Res.pen +19% acid +23% nature Apr +14 Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 70.5 - 105.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 19 While equipped: ----- def ----- Disease- +20% Massive two-handed mauls. This object's appearance was changed to iron greatsword. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 52.5 - 78.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +30 cold On Hit: * 20% chance to reduce all saves and defense by 35 While equipped: dps ---------- Dmg.mod +15% mind Res.pen +10% acid Melee Ret 4 mind ----- def ----- Defense +18 (+8 eff.) Resists +6% light Poison- +20% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T2 greatsword 2H weapon [Ego++] Arcane/Master Power 22.0 - 35.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 61 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +13% cold Res.pen +13% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 58.5 - 93.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature/Disrupt Power 49.0 - 78.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +7 Wil +13 Con ----- def ----- Max.HP +20.00 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 37.0 - 51.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 temporal While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +13 (+4 eff.) ----- def ----- Resists +10% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +54 fire While equipped: Stats +4 Str dps ---------- All.spd +5% Dmg.mod +12% physical Res.pen +21% fire Acc +7 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Psionic Power 36.0 - 50.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master/Psionic Power 29.0 - 40.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +43% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Psionic Power 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +29 fire On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +5% Res.pen +13% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Psionic Power 30.5 - 42.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +41 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +9% Res.pen +21% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 34.5 - 48.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 63% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 61 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +21% acid One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Disrupt Power 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Deals 102 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 31.5 - 41.0 Physical Uses 40% Wil, 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 19 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 18.0 - 19.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 3 lightning 6 physical 8 cold 8 fire 5 acid ----- def ----- Resists +2% lightning +7% physical +5% cold +5% acid +4% fire Phys.save +5 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.90 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. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +20 lightning While equipped: Stats +8 Cun dps ---------- Phys.spd +10% Dmg.mod +20% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: * 20% chance to reduce armor by 29% While equipped: Stats +6 Con dps ---------- Dmg.mod +15% acid +9% cold Res.pen +10% acid ----- def ----- Resists +15% lightning +12% cold ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 162 life over 5 turns Puts all charms on 12 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T4 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Ego+] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.pwr +9 (+4 eff.) S.pwr/crit +3 ----- def ----- Defense +20 (+9 eff.) Silence- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Defense +20 (+9 eff.) Resists +12% blight Max.HP +63.00 HP.reg +3.70 Heal.mod +17% Poison- +30% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 8 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +12% acid +15% fire A suit of armour made of leather. |
![]() 14.0 T3 heavy armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +60.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Max.HP +69.00 A suit of armour made of mail. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Max.HP +42.00 ---------- misc Light +3 Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +2% ----- def ----- Armour +5 ---------- misc Mana/turn +0.47 Max.mana +32.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +1.0% Spell.pwr +3 (+1 eff.) Res.pen +5% fire +15% physical Melee Ret 2 physical ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Cinderfeet. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +35% ----- def ----- Armour +5 Fatigue -3% Max.HP +47.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +2 HP.reg +6.40 ---------- misc Stam/turn +1.40 Psi/turn +0.17 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +11% Crit.mult +8.00% Melee+ 10 nature 9 fire Dmg.mod +7% fire +3% nature +6% mind Res.pen +10% mind +10% arcane Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +2 Fatigue +3% Resists +7% nature +8% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% acid +5% cold +8% fire +8% arcane +7% lightning ----- def ----- Defense +3 (+2 eff.) Resists +5% lightning +5% temporal +4% light +5% fire +5% nature +5% acid +6% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +5% acid +8% cold +8% arcane +6% fire +14% nature +3% lightning ----- def ----- Defense +3 (+2 eff.) Resists +21% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +14% arcane +17% mind ----- def ----- Defense +3 (+2 eff.) Resists +17% mind ---------- misc Max.mana +59.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 10 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.49 mind and 26.82 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 6.93 mind and 6.53 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 11.06 mind and 10.41 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +12% cold Phys.save +15 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +5 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
![]() 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 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +10 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 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.(105 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str +1 Con ---------- misc Light +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 +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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. |
![]() 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 331 damage Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% S.pwr/crit +2 Res.pen +5% arcane Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 12 cooldown 100% to reduce fatigue by 21% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Mieia the Cornac Berserker level 30
30th Regrowth 123rd year of Ascendancy at 21:34 see stats
By Mieia the Cornac Berserker level 30
3rd Decay 122nd year of Ascendancy at 08:52 see stats
By Mieia the Cornac Berserker level 29
73rd Haze 122nd year of Ascendancy at 20:53 see stats
By Mieia the Cornac Berserker level 35
54th Pyre 123rd year of Ascendancy at 11:35 see stats
By Mieia the Cornac Berserker level 37
69th Pyre 123rd year of Ascendancy at 04:28 see stats
By Mieia the Cornac Berserker level 34
50th Pyre 123rd year of Ascendancy at 19:37 see stats
By Mieia the Cornac Berserker level 12
7th Dusk 122nd year of Ascendancy at 19:17 see stats
By Mieia the Cornac Berserker level 36
60th Pyre 123rd year of Ascendancy at 07:51 see stats
By Mieia the Cornac Berserker level 33
45th Pyre 123rd year of Ascendancy at 14:03 see stats
By Mieia the Cornac Berserker level 19
33rd Dusk 122nd year of Ascendancy at 12:09 see stats
By Mieia the Cornac Berserker level 30
49th Regrowth 123rd year of Ascendancy at 12:13 see stats
By Mieia the Cornac Berserker level 22
73rd Dusk 122nd year of Ascendancy at 09:07 see stats
By Mieia the Cornac Berserker level 10
5th Mirth 122nd year of Ascendancy at 12:42 see stats
By Mieia the Cornac Berserker level 20
43rd Dusk 122nd year of Ascendancy at 22:17 see stats
By Mieia the Cornac Berserker level 30
1st Decay 122nd year of Ascendancy at 17:29 see stats
By Mieia the Cornac Berserker level 23
14th Haze 122nd year of Ascendancy at 21:26 see stats
By Mieia the Cornac Berserker level 30
2nd Decay 122nd year of Ascendancy at 09:54 see stats
By Mieia the Cornac Berserker level 26
71st Haze 122nd year of Ascendancy at 21:54 see stats
By Mieia the Cornac Berserker level 23
64th Haze 122nd year of Ascendancy at 12:18 see stats
By Mieia the Cornac Berserker level 33
45th Pyre 123rd year of Ascendancy at 15:03 see stats
By Mieia the Cornac Berserker level 30
3rd Decay 122nd year of Ascendancy at 08:52 see stats
By Mieia the Cornac Berserker level 6
78th Pyre 122nd year of Ascendancy at 22:26 see stats
By Mieia the Cornac Berserker level 30
3rd Decay 122nd year of Ascendancy at 08:52 see stats
By Mieia the Cornac Berserker level 30
4th Decay 122nd year of Ascendancy at 14:51 see stats
By Mieia the Cornac Berserker level 30
39th Regrowth 123rd year of Ascendancy at 13:27 see stats
By Mieia the Cornac Berserker level 30
48th Regrowth 123rd year of Ascendancy at 22:22 see stats
By Mieia the Cornac Berserker level 27
72nd Haze 122nd year of Ascendancy at 03:49 see stats
By Mieia the Cornac Berserker level 17
32nd Dusk 122nd year of Ascendancy at 06:26 see stats
By Mieia the Cornac Berserker level 27
72nd Haze 122nd year of Ascendancy at 18:51 see stats
Log
Mieia become impervious to physical effects.
Mieia is knocked back!
Dreaming horror hits Mieia for 159 physical damage.
Eldritch eye casts Searing Light.
Dreaming horror receives 2 healing (2 psi heal).
Eldritch eye hits Mieia for 56 light damage.
Mieia is no longer ethereal.
Talent Healing Nexus is ready to use.
Dream seed uses Distortion Bolt.
Restless Night from Dreaming horror hits Mieia for 50 mind damage.
Dreaming horror uses Ravage.
Mieia shrugs off Dreaming horror's 'Ravage'!
Dream seed is not dazed anymore.
Dream seed is dazed!
Dream seed starts to bleed.
Dream seed converts some damage to Psi!
Eldritch eye's light area effect hits Mieia for 43 light damage.
Eldritch eye's light area effect hits Mieia for 43 light damage.
Eldritch eye's light area effect hits Mieia for 43 light damage.
Mieia hits Dream seed for 99 to psi, 117 physical, 6 to psi, 7 darkness, 0 arcane, 9 to psi, 11 darkness, 13 to psi, 16 light, 9 to psi, 11 mind (297 total damage).
Eldritch eye casts Searing Light.
Dream seed uses Distortion Bolt.
Dream seed is not dazed anymore.
Dream seed converts some damage to Psi!
Dreaming horror receives 2 healing (2 psi heal).
Bleeding from Mieia hits Dream seed for 26 to psi, 31 physical (58 total damage).
Eldritch eye hits Mieia for 86 light damage.
Dreaming horror uses Distortion Bolt.
Saving game...