












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Tinkers for Sidekicks 1.7.0An experimental addon that expands tinker-related actions from the use-item dialog and inventory dialog to allow attaching/detaching tinkers on equipment worn by the Alchemist's golem or other permanent party members. In particular:
This addon should also work similarly with the Annihilator's mecharachnid from the Embers of Rage DLC, the Writhing One's worm that walks from the Forbidden Cults DLC, or other permanent party members provided by other addons; for those cases, we recommend also using addons Interact with the Worm, Interact with the Mech, or Interact with Sidekicks, respectively, to provide access similar to the Interact with the Golem dialog. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Restock All Stores 1.7.6Add menu item to restock all stores. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Spell Merchants 1.7.6
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 :) Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Madness Adventure |
Sex | Female |
Race | True Demon |
Class | Doomed |
Level / Exp | 21 / 73% |
Size | medium |
Lifes / Deaths | Killed by large white snake at level 6 on the 4th Mirth 122nd year of Ascendancy at 11:56 2 / 3Killed by Zubabeth the stone troll at level 8 on the 6th Mirth 122nd year of Ascendancy at 04:58 Killed by Forest Troll Hedge-Wizard at level 10 on the 8th Mirth 122nd year of Ascendancy at 07:14 |
Primary Stats
Strength | 15.1502356608 (base 10) |
Dexterity | 24.1502356608 (base 10) |
Constitution | 25.1502356608 (base 22) |
Magic | 14.1502356608 (base 10) |
Willpower | 64.1502356608 (base 50) |
Cunning | 66.150235660801 (base 50) |
Resources
Life | 290/290 |
Hate | 56/110 |
Equilibrium | 23 |
Steam | 102/102 |
Healing Factor | 1.0057689973114 |
Regeneration | 14.533441224349 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
Damage | 72 |
Accuracy | 53 |
Crit Chance | 23% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 53 |
Crit Chance | 22% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Nature | +22% |
Blight | +20% |
Physical | +16% |
Mind | +35% |
All | +11% |
Offense: Damage Penetration
Physical | +10% |
Mind | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 29 |
Mental Save | 43 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 35%( 70%) |
Physical | + 50%( 71%) |
Cold | + 39%( 70%) |
All | + 30%( 70%) |
Lightning | + 37%( 70%) |
Light | + 22%( 70%) |
Temporal | + 41%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 32%( 70%) |
Mind | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 36% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (3/3)
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 301 life over 5 turns. Its effects scale with your Willpower stat. |
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 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Race / Soulgarden | 1.20 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Psiblades |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 25 damage from the next 1.6 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 62 mind and 53 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 105 Mind damage, and deal 90 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Azina is feeding from Vorodhema the devourer. Feeding |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by large white snake. Escort: lost sun paladin (level 1 of Infested Ruins) | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Mag +2 Cun +6 Lck dps ---------- Dmg.mod +9% nature ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) ----- def ----- Resists +6% lightning Max.HP +42.00 ---------- misc Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Melee Ret 4 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +9% cold Mind.save +9 (+3 eff.) ---------- misc Max.hate +4.00 Breathe water A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Dex +2 Mag ----- def ----- Resists +6% acid +6% temporal Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +12% mind +9% blight ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Mind Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +57 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+4 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +5% darkness ----- def ----- Max.HP +17.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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 | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +5% mind Against +15% Summoned ----- def ----- Resists +3% blight +1% physical D.Red.from +15% Summoned Spell.save +6 (+3 eff.) Heal.mod +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.2 Mind Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +2% nature ----- def ----- Resists +4% blight Phys.save +5 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disease- +13% ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Curse of Madness 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Mind.save +6 (+2 eff.) ---------- misc Max.hate +4.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Nightmares Send out a range 5 beam of kinetic energy, dealing 54.06 to 67.58 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 197.53 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +9 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Defense +10 (+5 eff.) Fatigue -7% Resists +16% lightning +3% fire +6% temporal HP.reg +3.00 Cut- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +21% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +9 (+5 eff.) S.pwr/crit +6 Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Curse of Nightmares Conjure elemental energy in a radius 2 cone, dealing 10.17 to 12.20 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +10 (+5 eff.) Melee+ 17 fire Dmg.mod +15% arcane ---------- misc See.Invis +7 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature/Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +41% Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 52.0 - 83.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +26 light Against +14% Undead On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Curse of Corpses Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +7% physical Acc +5 (+1 eff.) Curse of Misfortune Sharp, long, and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Curse of Misfortune Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +5% physical Acc +5 (+1 eff.) Apr +8 Curse of Misfortune Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 cold Dmg.mod +6% acid +6% fire +12% cold +5% physical Res.pen +3% acid +2% fire +7% cold +4% physical ----- def ----- Armour +6 Resists +5% cold Heal/summ +16 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Shrouds 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +3 Mag +2 Wil +2 Cun +2 Con dps ---------- Phys.crit +5.0% Mind.crit +2% Phys.pwr +10 (+5 eff.) Mind.pwr +4 (+1 eff.) Melee+ 7 lightning 6 cold Dmg.mod +9% lightning +6% cold +4% nature Res.pen +10% lightning +6% cold Apr +2 ----- def ----- Armour +5 Resists +6% lightning +8% cold +2% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Curse of Madness 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Curse of Nightmares 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight Phys.save +3 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) Disease- +13% ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 On Hit: * 10 arcane resource burn Uses 1.0 Steam While equipped: dps ---------- Mind.crit +1% Dmg.mod +12% fire On Hit (Melee): * 20% chance to slow global speed by 67% * 8% chance to reduce all saves and defense by 38 On Melee Ret: * 14% chance to reduce all saves and defense by 38 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% temporal +3% fire ---------- misc Max.psi +40.00 Talents +1 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Master/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit.r1 +8 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +3% physical +18% fire Die.at -20.00 life HP.reg +2.00 Disarm- +10% Stun/Frz- +20% ---------- misc Talents +1 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T1 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +9% acid Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +12 acid While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +9% blight +18% cold +9% light Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 shot ammo [Rare] Master Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 15 Ranged+ +4 mind +20 cold On Hit.r1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 38 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Nature Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +9 fire On Crit.r2 +7 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all Mind.save +16 (+6 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +9% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% lightning HP.reg +2.60 ---------- misc Stam/turn +1.10 Curse of Shrouds A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% Resists +18% acid Phys.save +10 (+5 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +15% fire HP.reg +4.00 ---------- misc Stam/turn +0.60 Curse of Misfortune A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +15% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +24% lightning +6% acid Curse of Madness A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% mind +27% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +9% cold Max.HP +41.00 Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +5% cold +15% darkness +15% blight ---------- misc Light +1 Breathe water Curse of Corpses A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% light Max.HP +33.00 ---------- misc Infravis +2 See.Invis +9 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +9 Cun +2 Dex dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Armour +2 Resists +3% light ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +1 Resists +6% lightning +5% temporal +6% light +6% fire +6% acid A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Res.pen +25% lightning Melee Ret 10 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +7% cold ---------- misc Infravis +2 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 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 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 [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+5 eff.) Dmg.mod +6% acid ----- def ----- Phys.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +12% ---------- misc Stam/turn +2.00 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% mind +12% cold Melee Ret 6 cold ----- def ----- Resists +6% cold ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +15% mind Melee Ret 6 mind ----- def ----- Resists +6% darkness +6% fire ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature 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. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Azina the True Demon Doomed level 10
7th Mirth 122nd year of Ascendancy at 20:05 see stats
By Azina the True Demon Doomed level 20
54th Dusk 122nd year of Ascendancy at 12:56 see stats
By Azina the True Demon Doomed level 20
56th Dusk 122nd year of Ascendancy at 06:14 see stats
By Azina the True Demon Doomed level 6
4th Mirth 122nd year of Ascendancy at 11:36 see stats
By Azina the True Demon Doomed level 6
3rd Mirth 122nd year of Ascendancy at 19:47 see stats
By Azina the True Demon Doomed level 17
37th Dusk 122nd year of Ascendancy at 23:53 see stats
By Azina the True Demon Doomed level 14
9th Dusk 122nd year of Ascendancy at 16:44 see stats
Log
Azina receives 12 healing from Unnatural Body.
Lore found: journal entry (old forest)
You can read all your collected lore in the game menu, by pressing Escape.
Vorodhema the devourer shoves Something aside.
Resting starts...
Talent Hateful Whisper is ready to use.
The unseen force around Azina subsides.
Vorodhema the devourer uses Shattering Shout.
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Vorodhema the devourer hits Shadow for 0 physical damage.
Vorodhema the devourer hits Shadow for 0 physical damage.
Vorodhema the devourer hits Shadow for 0 physical damage.
Talent Thorn Grab is ready to use.
Shadow casts Phase Door.
Rested for 6 turns (stop reason: hostile spotted to the east (Vorodhema the devourer)).
Poison ivy releases poisonous spores at unknown.
Vorodhema the devourer uses Battle Cry.
Shadow's will is shattered.
Shadow's will is shattered.
Shadow's will is shattered.
Saving game...
Saving done.