







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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: Quickshot Evolution for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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 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 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 Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer (Quickshot) |
| Level / Exp | 30 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Gimissra the giant blue ant at level 11 on the 10th Flare 122nd year of Ascendancy at 04:05 0 / 7Killed by war hound at level 20 on the 47th Dusk 122nd year of Ascendancy at 01:16 Killed by skeleton mage at level 24 on the 11st Haze 122nd year of Ascendancy at 19:01 Killed by Betuldanne the polar bear at level 24 on the 14th Haze 122nd year of Ascendancy at 02:40 Killed by nightmare horror at level 29 on the 74th Haze 122nd year of Ascendancy at 07:28 Killed by greater multi-hued wyrm at level 29 on the 74th Haze 122nd year of Ascendancy at 16:57 Killed by Layetta the lesser vampire at level 30 on the 76th Haze 122nd year of Ascendancy at 01:44 |
Primary Stats
| Strength | 48 (base 43) |
| Dexterity | 68 (base 60) |
| Constitution | 16 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 27 (base 26) |
Resources
| Life | 682/682 |
| Stamina | 200/200 |
| Healing Factor | 1.1645771506545 |
| Regeneration | 6.1140300409361 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.082562303769 |
| See Invisible | 31.082562303769 |
Offense: Barehand
| Damage | 19 |
| Accuracy | 62 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Arcane | +3% |
| Light | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 18 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by Gesewen the treant. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinanor the barrow wight. Escort: repented thief (level 2 of Dreadfell) | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Lustrerip' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Crit.mult +5.00% Mov.spd +10% Dmg.mod +9% light +3% physical Melee Ret 4 light ----- def ----- Armour +1 Fatigue -5% Max.HP +33.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
| Around waist | Aruma1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Wil +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Mind.pwr +3 (+1 eff.) Melee Ret 6 blight ----- def ----- Phys.save +8 (+4 eff.) Mind.save +15 (+7 eff.) Max.HP +49.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Size +1 A belt that goes around your waist. |
| Main armor | Eilinalle (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% lightning +12% mind +6% nature Spell.save +9 (+5 eff.) Max.HP +34.00 HP.reg +3.00 Heal.mod +11% Stun/Frz- +20% A suit of armour made of leather. |
| Light source | Unrysus2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Defense +20 (+5 eff.) Mind.save +5 (+2 eff.) Max.HP +40.00 HP.reg +2.00 Cut- +10% ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
| Cloak | Malireran the cashmere cloak (22 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +8 Defense +22 (+6 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
movement infusion of the sneak (speed 481%; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 481% 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 |
acid wave rune (damage 81; dur 4; cd 22)0.1 rune scroll [Normal] 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 81.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Neruwe0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +16% lightning +9% blight +9% light +5% arcane Phys.save +9 (+4 eff.) Stun/Frz- +26% Amulets make your neck look great! |
Tulodar0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Phys.save +4 (+2 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +4 (+1 eff.) Resists +20% darkness Rings make your fingers look great! |
Branilathathad0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +6% acid +6% blight Mind.save +7 (+3 eff.) Poison- +20% Silence- +10% Confus- +49% Rings make your fingers look great! |
Elissra the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +5 Con ----- def ----- Resists +6% temporal Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +15% Blind- +34% Poison- +20% ---------- misc Infravis +5 See.Stealth +17 See.Invis +12 Rings make your fingers look great! |
short ash starstaff of illumination (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 41.36 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. |
yew magestaff 'Fuluyazor' (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +12% blight +20% fire Res.pen +10% blight ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +9% temporal +4% physical Mind.save +15 (+7 eff.) Cut- +20% ---------- misc Wards +2 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Duathelflash (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +31 light +16 darkness Against +21% Undead On Crit.r2 +16 darkness While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 8 lightning ----- def ----- Resists +9% light +9% darkness Massive two-handed mauls. |
elemental dwarven-steel greatmaul of the mystic (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +12 (+10 eff.) Dmg.mod +21% acid Res.pen +7% acid Massive two-handed mauls. |
Bolttooth the elm longbow4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +6 Dex +3 Wil +1 Cun +1 Con dps ---------- Dmg.mod +3% lightning Res.pen +9% physical ----- def ----- Crit.chn- 10.00% Longbows are used to shoot arrows at your foes. |
ash longbow 'Firewyrd'4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +13 Str +2 Wil +3 Cun dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +3% fire Res.pen +10% light Longbows are used to shoot arrows at your foes. |
mighty yew longbow of true flight4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +3 Str dps ---------- Phys.crit +11.0% Phys.pwr +11 (+4 eff.) Acc +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
acidic quiver of elm arrows of crippling (15/15, 115% power, 5 apr)3.0 T1 arrow ammo [Ego+] Arcane/Master Power 115% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Dawnrip' (18/18, 110% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 110% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +12 light +17 cold On Hit.r1 +20 light On Crit.r2 +4 light +8 cold Arrows are used with bows to pierce your foes to death. |
Islaleriama the Mucuspall (22/22, 136% power, 10 apr)3.0 T3 arrow ammo [Rare] Psionic Power 137% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 acid +35 physical +12 lightning On Hit.r1 +8 nature +16 lightning On Crit.r2 +12 acid On Hit: * 20% chance to slow global speed by 41% * 20% chance to knock the target back 3 spaces and deal 78 physical damage Arrows are used with bows to pierce your foes to death. |
Tempestrazor (19/19, 139% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +20 lightning +23 physical +16 mind +12 arcane On Hit.r1 +20 mind On Crit.r2 +8 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage Shots are used with slings to pummel your foes to death. |
crackling dwarven-steel shield (0 def, 6 armour, 138% power, 85 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 Melee+ +13 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Ulforoddarig the Ebonywarden (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +6 Mag +4 Wil +4 Cun +3 Con dps ---------- Spell.pwr +13 (+10 eff.) S.pwr/crit +5 Dmg.mod +15% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +11% all Silence- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of protection (2 def, 2 armour)2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +15% all Phys.save +15 (+7 eff.) Spell.save +18 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polytta the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% nature +25% cold Spell.save +3 (+2 eff.) Max.HP +20.00 Silence- +20% Pinning- +10% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Xudheba1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +5% arcane +3% mind Max.HP +20.00 Heal.mod +5% Blind- +10% Confus- +20% Teleport- +20% A belt that goes around your waist. |
rough leather belt 'Glittermoon'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% light +9% mind Res.pen +5% mind ----- def ----- HP.reg +0.60 Heal.mod +12% ---------- misc Light +2 A belt that goes around your waist. |
Aeroma the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% fire ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisybrethra (1 def, 12 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeryta (0 def, 13 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +1 Cun +2 Con +6 Lck ----- def ----- Armour +13 Resists +3% temporal Stealth +5 A pair of boots made of leather. |
Demonterror the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% mind +24% temporal Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Resists +6% mind +3% temporal Silence- +38% Confus- +30% Stun/Frz- +37% A pair of boots made of leather. |
miner's pair of hardened leather boots of void walking (0 def, 4 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +12% darkness +12% temporal ----- def ----- Armour +4 Resists +12% darkness +15% temporal Def/telep +14 Res/telep +13% Dur/telep +14% ---------- misc Infravis +1 A pair of boots made of leather. |
traveler's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue -6% Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Blink to a nearby random location (rad 10) Puts all charms on 22 cooldown A pair of boots made of leather. |
restorative pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +6.00 Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +6 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Ereladukor' (5 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Str +2 Dex dps ---------- Crit.mult +5.00% Melee+ 6 fire Dmg.mod +9% blight +4% fire ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% fire ---------- misc Psi/ret +0.04 Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Unarmed combat: Power 93% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Singestreaker the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +10.0% Spell.crit +12% Mind.crit +10% Crit.mult +13.00% Acc +10 (+2 eff.) Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +15.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Ce'Nyriara' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% fire Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +16% fire +6% nature Die.at -60.00 life A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil +4 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Harudoroddahek the Glarestrider (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid +5% mind +15% light Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
Rimewitch the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +10 Dex +1 Cun +4 Con dps ---------- Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Betamithra the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold ---------- misc Stam/turn +3.00 Max.stam +30.00 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 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. |
4 zircon0.0 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. |
3 aquamarine0.0 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
95 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blindbone the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to reduce damage dealt by 13% ---------- 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. |
brass lantern 'Blindstreak'2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Str +4 Wil +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% light +3% physical Phys.save +3 (+1 eff.) ---------- 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Barydil the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight +9% temporal ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 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. |
iron torque of mindblast 'Hanendur' [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +3% blight +5% arcane Max.HP +20.00 HP.reg +4.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Deepsslicer' [power 308] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% light ----- def ----- Resists +20% darkness +12% acid ---------- misc Light +3 Sting an enemy dealing 308 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 43. Natural totems are made by powerful wilders to store nature power. |
yew wand of conjuration 'Hathyrach' [power 260] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex +2 Cun +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +3% lightning +6% fire Max.HP +60.00 ---------- misc See.Invis +3 Fire a magical bolt dealing 260 acid damage Puts all charms on 13 cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Thiri the Shalore Archer level 24
29th Haze 122nd year of Ascendancy at 11:09 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Thiri the Shalore Archer level 22
56th Dusk 122nd year of Ascendancy at 17:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Thiri the Shalore Archer level 27
53rd Haze 122nd year of Ascendancy at 07:27 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thiri the Shalore Archer level 27
54th Haze 122nd year of Ascendancy at 19:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Thiri the Shalore Archer level 10
4th Mirth 122nd year of Ascendancy at 23:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Thiri the Shalore Archer level 20
46th Dusk 122nd year of Ascendancy at 03:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Thiri the Shalore Archer level 30
75th Haze 122nd year of Ascendancy at 00:53 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Thiri the Shalore Archer level 24
79th Dusk 122nd year of Ascendancy at 12:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Thiri the Shalore Archer level 19
28th Dusk 122nd year of Ascendancy at 21:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Thiri the Shalore Archer level 7
79th Pyre 122nd year of Ascendancy at 19:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Thiri the Shalore Archer level 18
15th Dusk 122nd year of Ascendancy at 00:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Thiri the Shalore Archer level 25
44th Haze 122nd year of Ascendancy at 03:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Thiri the Shalore Archer level 18
19th Dusk 122nd year of Ascendancy at 14:08 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Thiri the Shalore Archer level 30
76th Haze 122nd year of Ascendancy at 01:45 see stats
Log
--------------------------------
Talent Escape is ready to use.
Talent Trained Reactions is ready to use.
--------------------------------
Talent Infusion: Movement is ready to use.
--------------------------------
Talent Intuitive Shots is ready to use.
--------------------------------
Talent Called Shots is ready to use.
Talent Vitality is ready to use.
Talent Chant of Fortress is ready to use.
--------------------------------
You transfer Corpsebow to the Shared Stash.
You transfer Surefire to the Shared Stash.
You transfer Merkul's Second Eye to the Shared Stash.
You transfer Spellhunt Remnants (1 def, 2 armour) to the Shared Stash.
You transfer Aircrack to the Shared Stash.
You transfer steel ring 'Relgygarim' to the Shared Stash.
You transfer Rune of Dissipation ( ) to the Shared Stash.
You transfer movement infusion of the sneak (speed 481%; cd 8) to the Shared Stash.
You transfer movement infusion of the sneak (speed 507%; cd 14) to the Shared Stash.
You transfer high-capacity quiver of yew arrows of accuracy (41/41, 143% power, 10 apr) to the Shared Stash.
You transfer quiver of ash arrows 'Balancebolt' (18/18, 119% power, 7 apr) to the Shared Stash.
You transfer Heart of the Sandworm Queen to the Shared Stash.
You transfer steel amulet 'Koreyasta' to the Shared Stash.
You transfer Wind's Whisper (4 def, 0 armour) to the Shared Stash.
You transfer shielding rune of the duelist (absorb 330; dur 5; cd 15) to the Shared Stash.
You transfer psychokinetic quiver of yew arrows (22/22, 140% power, 10 apr) to the Shared Stash.
Saving game...
Saving done.














































































































