











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Psion |
| Level / Exp | 20 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Vorulaith the gigantic sandworm tunneler at level 20 on the 38th Dusk 122nd year of Ascendancy at 11:50 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 68 (base 48) |
| Cunning | 60 (base 41) |
Resources
| Life | -39/357 |
| Psi | 72/198 |
| Healing Factor | 1.2397162075846 |
| Regeneration | 5.888651986027 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 58.183301449766 |
| See Invisible | 61.183301449766 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Lightning | +15% |
| Light | +10% |
| Nature | +29% |
| Cold | +15% |
| Physical | +7% |
| Fire | +28% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +25% |
| Darkness | +5% |
| Cold | +25% |
| Physical | +13% |
| Fire | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 26 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Cold | + 3%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psionic Striking | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-Casting | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
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 |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Forest Troll Hedge-Wizard. Escort: repented thief (level 3 of Trollmire) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | Furnacequeller (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +4 mind +4 fire On-Hit, radius 1 +4 mind While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +8 (+2 eff.) defense ------ Resistance +15% fire Spell save +4 (+2 eff.) Life +14.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(124 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Darkimmortal (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal other ------- Max psi +30.00 A pointy cloth hat, very wizardly... |
| On feet | Falurion the Smearransom (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +2 Resistance +6% fire other ------- Infravision +1 A pair of boots made of leather. |
| Tool | Korublek [power 110] (10/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% acid defense ------ Crit Resistance 10.00% Mind save +3 (+1 eff.) Blind Resist +10% Knockbk Resist +20% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | Zanadothad the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +11% nature +3% mind Ignore Shields +10% defense ------ Resistance +22% nature +12% mind Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invisibility +3 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
| In main hand | Brightripper the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +12 (+3 eff.) Damage +3% fire When Hit 6 mind defense ------ Physical save +3 (+3 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.74 Hate-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit level 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
| In off hand | Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Brenyhad (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Mindpower +15 (+4 eff.) defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) Unlife -20.00 life other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +40.00 Life Regen +1.90 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 617%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 15; cd 12)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 84; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 83.61 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 297; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 398; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 398 damage for 4 turns. 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. |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
steel amulet 'Ashfear'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Cun offense ------ Damage +3% acid +9% fire defense ------ Resistance +3% fire Blind Resist +14% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
stabilizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% temporal Pinning Resist +28% Knockbk Resist +22% Amulets make your neck look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% light defense ------ Armor +3 Hardiness +3% Physical save +3 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of wizardry (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +10 (+10 eff.) Damage +15% temporal other ------- Mana/turn +0.18 Max mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of illumination (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% arcane defense ------ Defense +6 (+6 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 37.41 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. |
Zerusahek (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +14 (+13 eff.) Damage +3% mind +20% fire defense ------ Resistance +9% mind +3% darkness Crit Resistance 5.00% Life Regen +0.50 Healmod +10% Pinning Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew starstaff (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+12 eff.) Damage +20% temporal Ignore Shields +16% defense ------ Defense +12 (+12 eff.) Shield Power +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Damage +20% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of fate (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+9 eff.) Damage +20% fire defense ------ Physical save +7 (+7 eff.) Spell save +7 (+3 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe of daylight (20-30 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 light Damage Against +13% Undead On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
manaburning steel battleaxe (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 17 arcane resource burn Massive two-handed battleaxes. |
steel battleaxe 'Betida' (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Nature/Disrupt/Psionic Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature +8 mind Damage Against +13% Unnatural On-Hit, radius 1 +12 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +1 Dex defense ------ Resistance +3% mind other ------- See Invisibility +6 Massive two-handed battleaxes. |
steel battleaxe of massacre (31-46 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe (29-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Normal] Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +19 mind On Hit: * 21% chance to reduce all saves and defense by 35 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
steel greatmaul (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Normal] Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
balanced steel greatsword of massacre (34-55 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+7 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +32% Massive two-handed swords. |
hateful steel greatsword (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living Massive two-handed swords. |
hateful steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +7% Living Massive two-handed swords. |
hateful steel greatsword of erosion (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Psionic Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 nature +9 darkness Damage Against +7% Living Massive two-handed swords. |
slime-covered steel greatsword of erosion (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Disrupt Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 nature On Hit: * 12% chance to slow global speed by 63% Massive two-handed swords. |
steel greatsword (24-39 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Normal] Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+7 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +39% Massive two-handed swords. |
flaming steel longsword of the mystic (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +9 fire While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +6 (+6 eff.) Sharp, long, and deadly. |
steel longsword (15-21 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Normal] Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
balanced dwarven-steel longsword of massacre (28-40 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+7 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +20% Sharp, long, and deadly. |
dwarven-steel longsword of erosion (25-35 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Nature Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature Sharp, long, and deadly. |
Grinydin (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% Physical Power +20 (+14 eff.) Damage +6% physical Accuracy +29 (+17 eff.) defense ------ Defense +7 (+7 eff.) Physical save +9 (+9 eff.) Disarm Resist +22% Blunt and deadly. |
Murkpyre the dwarven-steel mace (29-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage +15% nature Accuracy +7 (+6 eff.) defense ------ Armor +2 Defense +23 (+18 eff.) Resistance +9% darkness Life Regen +2.00 Blind Resist +20% Disarm Resist +28% Blunt and deadly. |
chilling steel waraxe of erosion (12-16 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature +5 cold One-handed war axes. |
flaming steel waraxe of phasing (12-16 power, 10 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 100% Ignore Shields +11% On-Hit, radius 1 +7 fire One-handed war axes. |
steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe 'Gloomvalor' (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Disrupt/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +5% Unnatural On Hit: * 10% chance to slow global speed by 63% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +3 Str offense ------ Damage +7% physical Ignore resists +6% physical Accuracy +15 (+10 eff.) Ignore Armor +7 defense ------ Resistance +9% acid +6% fire +3% darkness +3% lightning One-handed war axes. |
steel waraxe of massacre (20-27 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe of massacre (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Xanirin (18-26 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 8% chance to slow global speed by 63% While equipped: Stats +3 Str defense ------ Armor +2 Resistance +9% mind Mind save +3 (+1 eff.) Life +60.00 Confus Resist +20% other ------- Infravision +1 One-handed war axes. |
iron dagger of erosion (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature Sharp, short and deadly. |
balanced steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +24% Sharp, short and deadly. |
slime-covered steel dagger (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 63% Sharp, short and deadly. |
steel dagger of phasing (12-16 power, 11 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% Ignore Shields +11% Sharp, short and deadly. |
Deepsmarrow (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness On Hit: * 20% chance to reduce armor by 13% While equipped: offense ------ Ignore resists +10% acid +5% light +6% all Accuracy +7 (+6 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Resistance +6% darkness Sharp, short and deadly. |
dwarven-steel dagger of erosion (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
mossy mindstar 'Velildawen' (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 10 arcane resource burn While equipped: Stats +3 Cun +3 Con offense ------ Mind Crit +1% Critical power +8.00% Mindpower +2 (+1 eff.) other ------- Max psi +10.00 See Invisibility +6 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of life (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Life +10.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of frost (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) On-Hit 4 cold Damage +7% cold Ignore resists +4% cold defense ------ Armor +5 Resistance +5% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Disrupt Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 12 arcane resource burn While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +3% arcane other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of frost (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 6 cold Damage +7% cold Ignore resists +6% cold defense ------ Armor +6 Resistance +4% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Str offense ------ Physical Power +9 (+8 eff.) Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 fire While equipped: Stats +3 Dex offense ------ Damage +21% fire Longbows are used to shoot arrows at your foes. |
steady yew longbow of fire4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +14 fire While equipped: offense ------ Physical Crit +3.0% Damage +15% fire Accuracy +9 (+7 eff.) Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Str offense ------ Physical Power +5 (+5 eff.) Ignore resists +5% all Accuracy +7 (+6 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
blazing quiver of ash arrows of accuracy (19/19, 24-33 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +7 Critical Rate +1.5% Capacity 19 On-ranged-hit +15 fire On-crit, radius 2 +11 fire Arrows are used with bows to pierce your foes to death. |
deadly pouch of steel shots of corruption (12/12, 28-33 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 12 On Hit: 20% Curse of Vulnerability level 2 Shots are used with slings to pummel your foes to death. |
flaming steel shield of acid resistance (+17%) (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 5 fire defense ------ Armor +4 Fatigue +8% Resistance +17% acid other ------- Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mind (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% mind defense ------ Resistance +10% mind +9% all Mind save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Normal] While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Life +22.00 Life Regen +5.60 Healmod +11% other ------- Stamina/turn +0.60 A suit of armour made of leather. |
enlightening steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% mind Mind save +24 (+8 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Nature/Psionic While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +5% mind Mind save +12 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Life +22.00 Life Regen +3.00 Healmod +12% A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +19% cold A suit of armour made of mail. |
steel mail armour of implacability (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +7% Physical save +7 (+7 eff.) A suit of armour made of mail. |
prismatic steel plate armour of temporal resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% temporal +11% light +10% darkness A suit of armour made of metal plates. |
rejuvenating steel plate armour of spell shielding (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane/Nature While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% arcane Spell save +11 (+5 eff.) Life Regen +3.50 other ------- Stamina/turn +0.70 A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of the deep (0 def, 11 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Nature While equipped: defense ------ Armor +11 Fatigue +22% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of metal plates. |
Yvyvena the Rotwalker (8 def, 16 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +6 Cun offense ------ Damage +6% light defense ------ Armor +16 Defense +8 (+8 eff.) Fatigue +22% Resistance +15% nature Mind save +13 (+5 eff.) other ------- Psi when Hit +0.04 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Dayjustice' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +4 Str +4 Dex +5 Wil +7 Cun offense ------ Ignore resists +10% light defense ------ Armor +11 Fatigue +22% Resistance +6% light Mind save +17 (+6 eff.) other ------- Light +3 See Invisibility +3 A suit of armour made of metal plates. |
blurring rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +8 (+8 eff.) Stealth +5 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
insulating hardened leather belt1.0 Encumbrance T3 belt armor [Ego] Master While equipped: defense ------ Resistance +7% fire +6% cold A belt that goes around your waist. |
Dimtickler (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness +5% cold When Hit 6 light On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Defense +10 (+10 eff.) Resistance +12% darkness +6% cold Physical save +8 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oledor the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +2 Wil +2 Con defense ------ Defense +2 (+2 eff.) Resistance +9% lightning +6% mind +5% arcane +6% acid Physical save +7 (+7 eff.) Spell save +5 (+2 eff.) Mind save +10 (+4 eff.) Life +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulohir the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Accuracy +5 (+5 eff.) Ignore Armor +2 defense ------ Defense +2 (+2 eff.) Resistance +4% physical Physical save +21 (+15 eff.) Mind save +10 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blizzardbane' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +15% cold Ignore resists +15% lightning When Hit 6 light defense ------ Defense +2 (+2 eff.) Resistance +6% cold other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Demontouch' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +5 (+5 eff.) Ignore resists +5% physical defense ------ Defense +2 (+2 eff.) Resistance +3% darkness other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerorim the pair of hardened leather boots (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +5.0% Mind Crit +2% Physical Power +4 (+4 eff.) Ignore Armor +7 defense ------ Armor +3 Defense +10 (+10 eff.) Spell save +3 (+1 eff.) Cut Resist +10% Silence Resist +20% other ------- Max psi +30.00 A pair of boots made of leather. |
Duvaromimas (10 def, 14 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Master While equipped: offense ------ Ignore Armor +1 defense ------ Armor +14 Defense +10 (+10 eff.) Fatigue -3% Resistance +6% blight Physical save +7 (+7 eff.) other ------- Encumbrance +32 Stamina/turn +0.50 Max stamina +10.00 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayimina the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +2 Cun +1 Con offense ------ Damage +6% mind When Hit 4 mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Resistance +6% mind Physical save +12 (+10 eff.) Mind save +13 (+5 eff.) Silence Resist +25% Confus Resist +27% Stun Resist +25% Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ravenwyrd (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +2 Cun defense ------ Armor +4 Fatigue +3% Resistance +5% lightning +8% temporal +12% darkness +6% mind +9% acid Knockbk Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Glintstalker' (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% light +6% fire Ignore resists +5% darkness When Hit 4 light On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Armor +4 Fatigue +3% Physical save +8 (+8 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Phlegmoath' (0 def, 8 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +6% fire Ignore resists +10% nature +15% fire On-Hit (Melee): * 20% chance to slow global speed by 63% * 10% chance to reduce damage dealt by 29% defense ------ Armor +8 Fatigue +3% Resistance +8% acid +11% fire +11% cold +3% nature +7% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+9 eff.) defense ------ Armor +2 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. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Prismrazor the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 63% defense ------ Defense +2 (+2 eff.) Resistance +6% light Crit Resistance 15.00% Mind save +10 (+4 eff.) other ------- Light +1 A pointy cloth hat, very wizardly... |
Tarregen the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Critical power +5.00% Damage +9% mind Ignore Armor +3 defense ------ Defense +2 (+2 eff.) Resistance +7% nature +10% blight Crit Resistance 15.00% other ------- See Invisibility +18 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Vorann' (32 def, 8 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Con defense ------ Armor +8 Defense +32 (+23 eff.) Resistance +7% fire +8% cold Unlife -20.00 life other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
Belonne (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con defense ------ Armor +3 Defense +10 (+10 eff.) Fatigue +3% Resistance +3% acid +2% physical +6% temporal Unlife -80.00 life Stun Resist +10% A cap made of leather. |
insulating hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +3 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% fire +7% cold A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +7% cold Physical save +11 (+10 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blacktickler the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Disrupt While equipped: Stats +2 Str +2 Mag +6 Wil offense ------ Damage +9% light On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Armor +4 Fatigue +4% Resistance +8% nature +8% blight other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ebonymark (5 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Physical Crit +6.0% Accuracy +15 (+10 eff.) defense ------ Armor +4 Defense +5 (+5 eff.) Fatigue +4% Resistance +7% acid +1% physical +3% darkness +8% fire +8% cold +5% lightning other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ulfudodas the Sleetreeve (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +10 Wil offense ------ Critical power +5.00% Damage +12% light Ignore resists +20% cold When Hit 8 light defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
66 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dagyrach the Healbrawn (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +5 Dex offense ------ Physical Crit +3.0% Physical Power +20 (+14 eff.) Damage +8% fire +9% mind +12% nature defense ------ Physical save +6 (+6 eff.) Mind save +8 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unlightgore the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Cun offense ------ Physical Crit +8.0% Accuracy +5 (+5 eff.) On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 29% defense ------ Spell save +3 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
ash totem of summon tentacle [power 165] (10/22 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 362 Base Damage: 167 Armor: 0 All Resist: 0 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of stinging [power 200] (10/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 258 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of stinging [power 182] (10/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm [power 182] (10/13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (208 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Simaare the Thalore Psion level 10
4th Mirth 122nd year of Ascendancy at 04:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Simaare the Thalore Psion level 20
37th Dusk 122nd year of Ascendancy at 21:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Simaare the Thalore Psion level 10
4th Mirth 122nd year of Ascendancy at 23:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Simaare the Thalore Psion level 13
10th Mirth 122nd year of Ascendancy at 12:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Simaare the Thalore Psion level 17
15th Dusk 122nd year of Ascendancy at 16:31 see stats
Log
Simaare speeds up.
Bleeding from Isuvea the sand-drake hits Simaare for (4 to psi shield), 6 physical (6 total damage).
Deep Wound from Isuvea the sand-drake hits Simaare for (10 to psi shield), 15 physical (15 total damage).
Salyrin the sand-drake hits Simaare for (36 to psi shield), 53 physical, 5 fire, 4 fire, (26 to psi shield), 40 physical, 5 fire (107 total damage).
Melee retaliation hits Salyrin the sand-drake for (3 flat reduction), 0 mind, (3 flat reduction), 0 mind (0 total damage).
Simaare's Beyond the Flesh hits Salyrin the sand-drake for (10 flat reduction), 116 mind, (10 flat reduction), 16 physical (132 total damage).
Kinetic Aura hits Rimebark for 14 physical damage.
Kinetic Aura hits Gelatinous cube for 14 physical damage.
Kinetic Aura hits Vorulaith the gigantic sandworm tunneler for 9 physical damage.
Kinetic Aura hits Salyrin the sand-drake for (10 flat reduction), 3 physical (3 total damage).
Kinetic Aura hits War hound for 14 physical damage.
Simaare slows down.
Lisyba the yellow jelly's Slime Spit hits Simaare for (18 to psi shield), 27 lightning (27 total damage).
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Simaare uses Charged Blast.
Vorulaith the gigantic sandworm tunneler is recovering from the damage!
Simaare hits Vorulaith the gigantic sandworm tunneler for 157 lightning damage.
Polagatta the gelatinous cube uses Nature's Balance.
Gelatinous cube hits Simaare for (8 to psi shield), 13 acid (13 total damage).
Melee retaliation hits Gelatinous cube for 5 mind damage.
Rimebark performs a melee critical strike against Simaare!
Rimebark hits Simaare for (7 to psi shield), 11 physical (11 total damage).
Melee retaliation hits Rimebark for 5 mind damage.
Vorulaith the gigantic sandworm tunneler's adrenaline surge has come to an end.
Vorulaith the gigantic sandworm tunneler uses Grab.
Melee retaliation hits Vorulaith the gigantic sandworm tunneler for 6 mind damage.
Vorulaith the gigantic sandworm tunneler hits Simaare for (41 to psi shield), 122 physical (122 total damage).
Simaare the level 20 thalore psion was crushed to death by Vorulaith the gigantic sandworm tunneler on level 1 of Sandworm lair.
























































































































