









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). 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. Proper Possession 1.7.0
Frequently Asked Questions: 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:
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: 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 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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. Convenient Digging 1.5.5 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! 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 | Wood Sprite |
| Class | Mana Knight |
| Level / Exp | 20 / 38% |
| Size | small |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 18 on the 33rd Dusk 122nd year of Ascendancy at 16:31 0 / 6Killed by Gluda the degenerated skeleton archer at level 19 on the 33rd Dusk 122nd year of Ascendancy at 23:34 Killed by Yvosera the brown bear at level 19 on the 34th Dusk 122nd year of Ascendancy at 00:19 Killed by Rantha the Worm at level 19 on the 34th Dusk 122nd year of Ascendancy at 08:48 Killed by Xerolaith the cold drake at level 19 on the 34th Dusk 122nd year of Ascendancy at 10:13 Killed by Silogaba the cold drake hatchling at level 20 on the 34th Dusk 122nd year of Ascendancy at 12:05 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 8 (base 10) |
| Magic | 62 (base 47) |
| Willpower | 45 (base 39) |
| Cunning | 19 (base 10) |
Resources
| Life | -26/334 |
| Essence | 58/100 |
| Healing Factor | 0.97959106305132 |
| Regeneration | 15.918354774584 |
Speed
| Mental | 0% |
| Attack | +8% |
| Movement | +131.80846490083% |
| Spell | +8% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 24% |
| Speed | 0.92592592592593 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 16% |
| Speed | 0.92592592592593 |
Offense: Damage Bonus
| Arcane | +47% |
| Lightning | +10% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +15% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 16 (51%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 7 |
| Physical Save | 28 |
| Spell Save | 43 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 41%( 85%) |
| Arcane | + 37%( 85%) |
| Cold | + 17%( 79%) |
| All | + 9%( 79%) |
| Lightning | + 27%( 79%) |
| Light | + 19%( 79%) |
| Temporal | + 39%( 85%) |
| Physical | + 25%( 79%) |
| Fire | + 35%( 79%) |
| Nature | + 5%( 75%) |
Defense: Immunities
| Stun Resistance | 72% |
| Silence Resistance | 38% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Magical Fundamentals | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wizard Knight | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Wood sprite | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton magus. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ce'Nelebeth the snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | 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 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. | active |
The Midsummer Queen has taken an interest in you. Pray you don't disappoint her. The Queen's Fancy* You have searched the court of the Midsummer Queen, yet she is absent. Instead, you find a portal into the treacherous Faewilds... * You finally held your appointed audience with the Midsummer Queen. She had a most peculiar request for you... * Find the Staff of Absorption, wherever it may be. Titania suggested looking in the ancient ruins of Dreadfell, but how could anyone be prepared for such a task!? | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | brass lantern 'Starvice'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight +3% light ---------- misc Light +9 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 | Samytodin (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +10% physical ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Freezebreak' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +19 (+5 eff.) Melee+ 7 arcane Dmg.mod +3% arcane Acc +18 (+5 eff.) Apr +8 Melee Ret 2 cold ----- def ----- Armour +2 Resists +4% arcane ---------- misc Max.mana +60.00 Unarmed combat: Power 114% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +9 Crit +11.0% Atk.spd 100% Melee+ +6 arcane On Hit: 15% Perfect Strike 3 On Hit: 10% Manathrust 3 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 161% 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. |
| Tool | Drakan the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% temporal Confus- +20% Stun/Frz- +10% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Heal for 33. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Dimsear'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% darkness +15% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal HP.reg +2.00 Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| On fingers | Polelrana the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Mind.pwr +5 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around neck | Queen's Caress Queen's Caress0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Spell.save +10 (+3 eff.) Grants a 20% chance of reducing any direct damage by half. This hypnotically-lustrous rose quartz pendant is a token of Titania's fickle fancy. Its wearer is afforded the Midsummer Queen's protection. ...Sometimes. |
| In main hand | earthen short yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego] Arcane/Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Armour +3 Hardiness +3% Defense +10 (+3 eff.) Phys.save +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 119.52 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. |
| Around waist | Lightorder1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Resists +12% fire +6% light +9% cold Max.HP +30.00 Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | potent short yew magestaff (127% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +24% arcane ---------- misc Talents +1 Command Staff This staff offers 24% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Xerabrevena (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% light Spell.save +3 (+1 eff.) Max.HP +30.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Xanylle' (10 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +7 Dex +2 Mag +3 Wil +4 Cun ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +7% Resists +17% fire Phys.save +7 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc See.Invis +6 A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 164; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -135; dur 6; cd 31)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -135 life. The duration and life will increase by 1% for every 1% life you have lost (currently 280 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -242; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -242 life. The duration and life will increase by 1% for every 1% life you have lost (currently 503 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 470%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 470% 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. |
movement infusion of the wizard (speed 698%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 698% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 27%; physical; dur 4; cd 10)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 cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 410 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the wizard (damage 195; dur 4; cd 23)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 195.40 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 160; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 242; dur 4; cd 17)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 242 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Duathelwhisper'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +11% darkness Res.pen +5% darkness ----- def ----- Resists +22% darkness Crit.dmg- 15.00% ---------- misc Infravis +3 Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Corruptionhue (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning +10% light +3% nature Melee Ret 8 light ----- def ----- Resists +6% nature ---------- misc Light +3 Talents +1 Command Staff This staff offers 10% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
cruel short elm magestaff (100% power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Ego] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +6.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff This staff offers 10% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
cruel short elm magestaff of fate (100% power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff This staff offers 10% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Xerevea (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane +3% mind ----- def ----- Resists +3% light +6% cold Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disease- +20% Confus- +20% Teleport- +20% ---------- misc Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
cruel short ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +6.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe (116% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 116% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed battleaxes. |
flaming steel battleaxe of daylight (124% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 124% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +14% Undead On Hit.r1 +13 fire Massive two-handed battleaxes. |
warbringer's dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 126% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Sharp, long, and deadly. |
hateful steel mace of massacre (120% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master/Psionic Power 120% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Blunt and deadly. |
Gythra (117% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 117% Range: 1.3x Uses 0% Str, 100% Mag, 0% Dex Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: dps ---------- Crit.mult +20.00% Res.pen +5% blight ---------- misc Hate/m.crit +1.00 Sharp, short and deadly. |
steel dagger of crippling (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 103% Range: 1.3x Uses 0% Dex, 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
thought-forged steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 102% Range: 1.3x Uses 0% Dex, 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +1 Wil Sharp, short and deadly. |
horrifying mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 0% Wil, 80% Mag, 0% Cun Dmg Mind Mastery Flexible Weapon Training 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+ 4 mind 5 darkness Dmg.mod +3% mind +2% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 87% Range: 1.1x Uses 0% Wil, 80% Mag, 0% Cun Dmg Nature Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Freezewind the rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% cold +10% physical ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Galivor (16/16, 107% power, 5 apr)3.0 T1 arrow ammo [Rare] Disrupt Power 107% Range: 1.4x Uses 0% Str, 120% Mag, 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Proj.spd +200% Ranged+ +8 acid Against +14% Unnatural +14% Unliving On Crit.r2 +16 acid On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 0% Dex, 120% Mag, 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
shocking steel shield of mind resistance (+12%) (0 def, 4 armour, 107% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 107% Range: 1.2x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling steel shield of reflection (0 def, 4 armour, 109% power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 109% Range: 1.2x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 Melee+ +10 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical +11% light +12% darkness Shield.near.proj +22 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe 'Starlore' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +6% blight Res.pen +5% light Melee Ret 4 light ----- def ----- Resists +18% nature +15% light +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xadhetira (9 def, 7 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +2 Cun +1 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Defense +9 (+3 eff.) Fatigue +6% Mind.save +11 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 A suit of armour made of leather. |
cured leather armour of command (11 def, 8 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +11 (+3 eff.) Fatigue +7% Mind.save +14 (+5 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% cold HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +10% nature +12% blight A suit of armour made of mail. |
rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Max.HP +27.00 HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+7 eff.) A suit of armour made of mail. |
Kindleblack1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Res.pen +15% light Melee Ret 4 lightning ----- def ----- Resists +3% lightning Stealth +6 ---------- misc T.Disarm +9 Light +3 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Shockfury'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% nature +6% light HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Cyrirewyn (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +40.00 Disarm- +22% Stun/Frz- +10% Knockbk- +20% Unarmed combat: Power 93% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Boltvile' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% acid +12% cold Res.pen +5% lightning +5% acid Melee Ret 10 acid ----- def ----- Defense +2 (+0 eff.) Resists +8% blight +18% cold +8% nature A pointy cloth hat, very wizardly... |
Beludaba the Airmoon (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% nature +3% mind Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +16% nature +3% mind A pointy cloth hat, very wizardly... |
bladed rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Dex ----- def ----- Armour +1 Fatigue +1% Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 30.3 Physical damage. If the attack hits, the target is confused (32% 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. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron helm 'Breezegrit' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% blight +15% arcane On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Mana/turn +0.04 Max.vim +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 65.84 fire and 65.84 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
2 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
5 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. |
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 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. |
351 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (1/1)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. |
Duvavon the Shimmerransom [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% cold Res.pen +10% lightning +10% nature Melee Ret 2 cold Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Luraanl the Wood Sprite Mana Knight level 13
8th Flare 122nd year of Ascendancy at 23:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Luraanl the Wood Sprite Mana Knight level 10
4th Mirth 122nd year of Ascendancy at 02:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Luraanl the Wood Sprite Mana Knight level 20
34th Dusk 122nd year of Ascendancy at 10:57 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Luraanl the Wood Sprite Mana Knight level 18
33rd Dusk 122nd year of Ascendancy at 18:16 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By Luraanl the Wood Sprite Mana Knight level 19
33rd Dusk 122nd year of Ascendancy at 23:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Luraanl the Wood Sprite Mana Knight level 13
4th Dusk 122nd year of Ascendancy at 19:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Luraanl the Wood Sprite Mana Knight level 15
14th Dusk 122nd year of Ascendancy at 07:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Luraanl the Wood Sprite Mana Knight level 16
18th Dusk 122nd year of Ascendancy at 09:55 see stats
Log
Silogaba the cold drake hatchling rushes out!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Luraanl!
Silogaba the cold drake hatchling resists the knockback!
Your shield crumbles under the damage!
The shield around Luraanl crumbles.
Luraanl resists the knockback!
Melee retaliation hits Luraanl for (3 absorbed), 0 cold, (3 absorbed), 0 cold (0 total damage).
Silogaba the cold drake hatchling hits Luraanl for (60 absorbed), 0 physical, (36 absorbed), 0 darkness, (31 absorbed), 0 physical, (36 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Silogaba the cold drake hatchling for 0 cold, 0 cold (1 total damage).
Luraanl hits Silogaba the cold drake hatchling for 54 physical, 12 arcane, 8 arcane, 41 arcane, 31 physical, 12 arcane, 8 arcane, 41 arcane (209 total damage).
Snow giant boulder thrower hits Silogaba the cold drake hatchling for 202 physical damage.
Snow giant boulder thrower hits Luraanl for (143 absorbed), 7 physical (7 total damage).
Silogaba the cold drake hatchling uses Perfect Strike.
Silogaba the cold drake hatchling aims carefully.
Silogaba the cold drake hatchling uses Dual Strike.
Luraanl resists the stunning strike!
Silogaba the cold drake hatchling performs a melee critical strike against Luraanl!
Silogaba the cold drake hatchling hits Luraanl for (2 shrugged off), 27 physical, (19 blocked), (1 shrugged off), 16 darkness, (6 shrugged off), 91 physical, (2 shrugged off), 34 darkness (170 total damage).
Melee retaliation hits Silogaba the cold drake hatchling for 0 cold, 0 cold (1 total damage).
Snow giant uses Infusion: Regeneration.
Snow giant starts regenerating health quickly.
Talent Mana Bolt is ready to use.
--------------------------------
Silogaba the cold drake hatchling uses Ice Claw.
Luraanl resists!
Silogaba the cold drake hatchling hits Luraanl for (6 shrugged off), 91 cold, (2 shrugged off), 34 darkness, (3 shrugged off), 40 cold, (2 shrugged off), 34 darkness (201 total damage).
Melee retaliation hits Silogaba the cold drake hatchling for 0 cold, 0 cold (1 total damage).
Luraanl the level 20 wood sprite mana knight was swallowed by the void to death by Silogaba the cold drake hatchling on level 4 of Daikara.






















































