











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). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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:
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 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 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! Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
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 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. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Mana Knight |
| Level / Exp | 21 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by orc master assassin at level 9 on the 79th Pyre 122nd year of Ascendancy at 19:53 0 / 6Killed by Xokira the large brown snake at level 10 on the 4th Flare 122nd year of Ascendancy at 06:23 Killed by Mayiwe the rattlesnake at level 13 on the 9th Flare 122nd year of Ascendancy at 14:47 Killed by Emawe the white wolf at level 13 on the 10th Flare 122nd year of Ascendancy at 17:53 Killed by Emydhera the maulotaur at level 21 on the 29th Dusk 122nd year of Ascendancy at 15:23 Killed by Emydhera the maulotaur at level 21 on the 29th Dusk 122nd year of Ascendancy at 16:28 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 63 (base 50) |
| Willpower | 58 (base 42) |
| Cunning | 15 (base 10) |
Resources
| Life | -199/498 |
| Psi | 158/168 |
| Essence | 24/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 12.706796779254 |
Speed
| Mental | 0% |
| Attack | +8% |
| Movement | 0% |
| Spell | +8% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 33% |
| Speed | 0.92592592592593 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 16% |
| Speed | 0.92592592592593 |
Offense: Damage Bonus
| Acid | +24% |
| Arcane | +43% |
| Cold | +12% |
| All | 0% |
| Lightning | +12% |
| Light | +13% |
| Physical | +5% |
| Mind | +11% |
| Fire | +9% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +10% |
| Mind | +20% |
| Arcane | +10% |
| Cold | +10% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 7 (46%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 7 |
| Physical Save | 17 |
| Spell Save | 34 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 37%( 70%) |
| Light | + 26%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 17%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 32%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 182 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Magical Fundamentals | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Arcana | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within7 lumberjacks have died. | done |
Equipment
| Psionic focus | Ego Pierce (156% power, 6 apr) Ego Pierce (156% power, 6 apr)3.0 T5 longsword 1H weapon [Unique] Psionic With both her weapons, Elria was said to be able to fight in four dimensions. Power 156% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to confuse the target While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +5% Crit.mult +10.00% Melee+ 20 Psychic Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical A slender rapier with a blade composed of sapphire, this was one of the weapons of Elria Eagleheart in the Age of Dusk. It was said to be able to be able to strike the conscious mind directly, disorienting those hit by its wielder. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
| On hands | Cinderknight the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Mag +2 Cun dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% arcane Res.pen +10% arcane +10% fire Melee Ret 2 fire ----- def ----- Armour +2 Resists +7% light +6% darkness HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 Infravis +1 Unarmed combat: Power 125% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +17 light +10 darkness On Hit: 10% Nightmare 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 66.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Malimas2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind +12% arcane ---------- misc Max.mana +40.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Umbragrind the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Dmg.mod +12% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +3% light ---------- misc Max.vim +20.00 A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Gleamwilter' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +18% acid Res.pen +10% acid ----- def ----- Armour +1 Resists +3% light Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 147% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Tool | Phlegmstalker the iron torque of gale force [power 105] (2/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 57% ---------- misc Max.psi +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Dmg.mod: + 13% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 13 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | Gunyrandur the Hellsusher0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Str dps ---------- Dmg.mod +3% fire Melee Ret 2 nature 2 fire ----- def ----- Resists +9% fire +13% light +11% darkness Blind- +31% Amulets make your neck look great! |
| In main hand | ash magestaff 'Blazemalice' (111% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Random Unique] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +3.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +12% Crit.mult +6.00% Phys.pwr +11 (+3 eff.) Spell.pwr +17 (+5 eff.) Dmg.mod +3% light +15% arcane Acc +13 (+4 eff.) ----- def ----- Resists +5% arcane +3% fire Spell.save +6 (+3 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 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. |
| Around waist | Phoenixwreck1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind Melee Ret 4 fire ----- def ----- Defense +9 (+4 eff.) Stealth +5 Die.at -80.00 life Max.HP +80.00 A belt that goes around your waist. |
| In off hand | cruel short elm magestaff of illumination (100% power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Ego] Nature/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 +7% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 10% bonus to arcane damage. (included above) 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 93.92 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. |
| Cloak | linen cloak 'Iceward' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold +6% fire Res.pen +5% fire +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belulaith the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% lightning +17% fire Max.HP +21.00 A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion of the warrior (heal 78; 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 instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (92% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 327; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 327 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. |
shielding rune of the wizard (absorb 239; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 at most 239 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. |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
Aerarena the Hellsfoe0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% ----- def ----- Resists +6% fire +6% physical +10% darkness +13% light Mind.save +6 (+3 eff.) Blind- +22% ---------- misc Stam/turn +0.30 Hate/m.crit +2.00 Amulets make your neck look great! |
starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +12% darkness Blind- +24% Amulets make your neck look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 13 light Dmg.mod +10% light Rings make your fingers look great! |
pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of darkness (+26%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +13% darkness ----- def ----- Armour +4 Resists +26% darkness Rings make your fingers look great! |
ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Normal] 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 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] 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 (+2 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. |
Shimmergasher the yew starstaff (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +12% lightning Res.pen +15% lightning ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff This staff offers 20% bonus to light 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 126.48 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. |
lifebinding yew magestaff (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% cold ----- def ----- HP.reg +0.50 Heal.mod +18% ---------- misc Talents +1 Command Staff This staff offers 20% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.15 Max.mana +49.00 Talents +1 Command Staff This staff offers 20% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (103% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 103% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of the mystic (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 138% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +13 (+4 eff.) Acc +12 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +30% Massive two-handed battleaxes. |
Poxrune the iron greatmaul (116% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 116% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 fire On Crit.r2 +12 fire On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +15% nature Acc +10 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +6% acid Disarm- +32% Massive two-handed mauls. |
balanced iron greatmaul of vileness (116% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 116% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +30% Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 130% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 160% Range: 1.6x Uses 129% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel longsword 'Nerothra' (128% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 128% 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% On Hit: * 10 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% physical Acc +11 (+3 eff.) Apr +6 ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
dwarven-steel longsword of evisceration (127% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 127% 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% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +11 (+3 eff.) Sharp, long, and deadly. |
acidic dwarven-steel mace of massacre (138% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 138% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Blunt and deadly. |
dwarven-steel mace of crippling (130% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 130% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
Airbraze (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% lightning +6% all Acc +8 (+2 eff.) Apr +7 ----- def ----- Resists +5% arcane Mind.save +9 (+5 eff.) Disarm- +20% One-handed war axes. |
iron dagger of massacre (113% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 113% Range: 1.3x Uses 0% Dex, 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of erosion (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 107% 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 nature Sharp, short and deadly. |
dwarven-steel dagger 'Ivymina' (120% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 120% Range: 1.3x Uses 0% Str, 100% Mag, 0% Dex Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.0% Atk.spd 100% Melee+ +4 mind On Hit: * 10% chance to slow global speed by 57% While equipped: Stats +4 Cun dps ---------- Phys.crit +2.0% Mind.crit +2% Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 91% 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 +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Gleamworm the thorny mindstar (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 97% 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 +24 Crit +3.5% Atk.spd 100% Melee+ +4 blight On Hit.r1 +8 light On Crit.r2 +4 blight While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +4% blight +3% light Spell.save +4 (+2 eff.) Heal.mod +16% Heal/summ +31 Disease- +12% ---------- 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. |
Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% 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 +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
gifted thorny mindstar of clarity (100% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 100% 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 +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of gales (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 96% 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 +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +6% cold +4% physical ----- def ----- Defense +10 (+5 eff.) Pinning- +15% ---------- 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. |
flaming dwarven-steel steamsaw of mind resistance (+13%) (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Psionic/Steamtech Power 124% Range: 1.5x Uses 100% Mag, 0% Str Dmg Phys.bleed Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Uses 1.0 Steam When used to Attack: Power 65% Range: 1.1x Uses 0% Mag Dmg Physical On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 8 fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +13% mind ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking dwarven-steel steamsaw (118% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 118% Range: 1.5x Uses 100% Mag, 0% Str Dmg Phys.bleed Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 acid While equipped: dps ---------- Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
halfling hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +11% acid +11% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Lightningsear'4.0 T3 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 +8 Ranged+ +8 lightning While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% acid Res.pen +10% fire +7% physical Melee Ret 10 acid ----- def ----- Resists +6% lightning +18% fire Slings are used to hurl stones or metal shots at your foes. |
quiver of yew arrows of accuracy (21/21, 138% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 138% Range: 1.4x Uses 0% Dex, 120% Mag, 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of persecution (24/24, 142% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Disrupt Power 142% Range: 1.4x Uses 0% Dex, 120% Mag, 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 Against +14% Unnatural +12% Unliving Arrows are used with bows to pierce your foes to death. |
acidic steel shield of purity (0 def, 4 armour, 103% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 103% 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 On Hit: * 12% chance to reduce armor by 37% While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resilience (0 def, 6 armour, 134% power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 134% Range: 1.2x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: ----- def ----- Armour +6 Fatigue +8% Max.HP +57.00 ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield (0 def, 6 armour, 135% power, 72.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 135% Range: 1.2x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
focusing Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all ---------- misc Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snowtouch (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.crit +9% Mind.crit +3% Spell.pwr +9 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold +13% light +5% darkness ----- def ----- Resists +9% all Spell.save +18 (+8 eff.) Mind.save +18 (+9 eff.) ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of nature (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% nature ----- def ----- Resists +19% nature +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% blight +12% nature +6% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +10% nature +10% blight A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +19% fire +15% light +10% darkness A suit of armour made of leather. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +14% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
cleansing dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% nature +10% blight Max.HP +25.00 A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
steel plate armour 'Velutira' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Res.pen +10% mind ----- def ----- Armour +9 Fatigue +22% Phys.save +9 (+6 eff.) Max.HP +25.00 HP.reg +4.00 Heal.mod +12% ---------- misc Equi/ret +0.24 A suit of armour made of metal plates. |
Xyba the Windvortex1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Defense +10 (+5 eff.) Resists +9% acid Stealth +6 ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Eremoromidumnir1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+6 eff.) Res.pen +20% mind ----- def ----- Armour +8 Defense +7 (+3 eff.) Phys.save +13 (+8 eff.) ---------- misc Equi/ret +0.08 Max.psi +20.00 A belt that goes around your waist. |
Salata the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +8% fire +6% nature +38% cold Spell.save +9 (+4 eff.) A belt that goes around your waist. |
regal linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Viperprophet' (9 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +5 Defense +9 (+4 eff.) Phys.save +16 (+9 eff.) Spell.save +12 (+6 eff.) Mind.save +17 (+9 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +2 A pair of boots made of leather. |
pair of rough leather boots 'Brenular' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% mind ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% blight Crit.dmg- 15.00% Mind.save +9 (+5 eff.) Disarm- +10% Confus- +20% 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. |
Belunn (5 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Res.pen +14% darkness +10% temporal Phasing +30% ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +11% temporal +15% darkness +9% mind Def/telep +19 Res/telep +12% Dur/telep +15% ---------- misc Max.mana +80.00 A pair of boots made of leather. |
heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +6 Mind.save +8 (+4 eff.) Max.HP +48.00 Unarmed combat: Power 122% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Unarmed combat: Power 115% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +7% lightning Unarmed combat: Power 121% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +6% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Unarmed combat: Power 121% Range: 1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
Stormbutcher the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Mind.crit +4% Phys.pwr +4 (+1 eff.) Dmg.mod +6% blight Res.pen +15% mind +25% lightning Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Suncutter the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Cun +3 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% ---------- misc Light +1 Infravis +1 A cap made of leather. |
Dreran (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +15% fire +6% darkness +3% light Phys.save +16 (+9 eff.) Pinning- +20% A cap made of leather. |
Lorilebar the Moldkiss (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +13% darkness +6% nature +12% mind ---------- misc Infravis +3 A cap made of leather. |
insulating hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold A cap made of leather. |
grounding dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 14 fire ----- def ----- Resists +6% fire Mind.save +7 (+4 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe 'Eilinuthra' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +14% nature +6% blight Phys.save +3 (+3 eff.) Max.HP +60.00 Def/telep +5 Res/telep +5% Dur/telep +5% 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 (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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ldiiel the Doomelf Mana Knight level 10
9th Mirth 122nd year of Ascendancy at 03:41 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Ldiiel the Doomelf Mana Knight level 6
76th Pyre 122nd year of Ascendancy at 13:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ldiiel the Doomelf Mana Knight level 10
9th Mirth 122nd year of Ascendancy at 03:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ldiiel the Doomelf Mana Knight level 20
23rd Dusk 122nd year of Ascendancy at 09:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ldiiel the Doomelf Mana Knight level 9
2nd Mirth 122nd year of Ascendancy at 00:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ldiiel the Doomelf Mana Knight level 15
5th Dusk 122nd year of Ascendancy at 13:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ldiiel the Doomelf Mana Knight level 15
1st Dusk 122nd year of Ascendancy at 14:26 see stats
Log
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 14 to psi, 21 arcane (36 total damage).
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 4 to psi, 7 physical (12 total damage).
Melee retaliation hits Ldiiel for (1 mitigated), 2 fire (3 total damage).
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 9 to psi, 13 physical (22 total damage).
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 3 to psi, 4 light (8 total damage).
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 14 to psi, 21 arcane (36 total damage).
Emydhera the maulotaur converts some damage to Psi!
Ldiiel hits Emydhera the maulotaur for 4 to psi, 7 physical (12 total damage).
Melee retaliation hits Ldiiel for (1 mitigated), 2 fire (3 total damage).
Emydhera the maulotaur's mind surges with critical power!
Emydhera the maulotaur's Mind Storm hits Ldiiel for (8 mitigated), (4 shrugged off), 69 mind (69 total damage).
Emydhera the maulotaur uses Flame Fury.
Emydhera the maulotaur's Mind Storm hits Ldiiel for (8 mitigated), (1 shrugged off), 27 fire (27 total damage).
Ldiiel is on fire!
Ldiiel is knocked back!
Emydhera the maulotaur casts Call of the Crypt.
--------------------------------
Ldiiel wears (replacing Frost Treads (1 def, 4 armour)): pair of rough leather boots 'Gleamwilter' (0 def, 1 armour).
Burning from Emydhera the maulotaur hits Ldiiel for (4 mitigated), 8 fire (8 total damage).
Ldiiel regains balance.
Emydhera the maulotaur uses Mind Sear.
Emydhera the maulotaur hits Ldiiel for (8 mitigated), (12 shrugged off), 195 mind (195 total damage).
Emydhera the maulotaur killed Ldiiel!
Ldiiel the level 21 doomelf mana knight was psyched to death by Emydhera the maulotaur on level 1 of The Maze.












































































