











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. 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:
Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. 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. AmmoAsKnife 1.7.2throwing knife will use equiped ammo stat if talent level is not less than material level Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Female |
Race | Drem |
Class | Rogue |
Level / Exp | 28 / 17% |
Size | medium |
Lifes / Deaths | Killed by Isabeth the fox at level 10 on the 24th Voratun 122nd year of Ascendancy at 03:54 0 / 7Killed by Xuda the elven warrior at level 12 on the 3rd Acquisition 122nd year of Ascendancy at 22:29 Killed by Polida the snow giant at level 14 on the 4th Profit 122nd year of Ascendancy at 14:19 Killed by Polida the snow giant at level 14 on the 4th Profit 122nd year of Ascendancy at 16:11 Killed by Eilinosera the copperhead snake at level 24 on the 4th Wealth 122nd year of Ascendancy at 22:37 Killed by Eilinosera the copperhead snake at level 24 on the 5th Wealth 122nd year of Ascendancy at 00:50 Killed by fire drake at level 28 on the 10th Wealth 122nd year of Ascendancy at 09:02 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 67 (base 60) |
Constitution | 16 (base 10) |
Magic | 22 (base 10) |
Willpower | 21 (base 10) |
Cunning | 62 (base 52) |
Resources
Life | -89/641 |
Stamina | 148/208 |
Healing Factor | 1.2545771506545 |
Regeneration | 4.0773757396271 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 51.154681673803 |
See Invisible | 51.154681673803 |
Offense: Mainhand
Damage | 71 |
Accuracy | 67 |
Crit Chance | 38% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 67 |
Crit Chance | 39% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Arcane | +6% |
Mind | +15% |
All | 0% |
Lightning | +6% |
Temporal | +4% |
Physical | +8% |
Fire | +6% |
Nature | +27% |
Offense: Damage Penetration
Blight | +10% |
Physical | +20% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 23 (68.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 32 |
Defense: Resistances
Physical | + 12%( 70%) |
Darkness | + 15%( 70%) |
Nature | + 51%( 70%) |
Temporal | + 22%( 70%) |
Lightning | + 27%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 16%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You failed to protect the lost tinker from death by rogue. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% physical Acc +10 (+2 eff.) Melee Ret 2 acid ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Rare] Nature Power 121% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% Ranged+ +20 darkness +12 temporal On Hit.r1 +8 lightning +12 temporal On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +2% physical ---------- misc Light +2 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% Crit.mult +9.00% Melee+ 7 nature 5 temporal Ranged+ 9 temporal Dmg.mod +4% temporal +4% nature +6% arcane Res.pen +10% cold Melee Ret 2 arcane 2 cold ----- def ----- Armour +2 Resists +7% temporal +6% nature +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag ----- def ----- Resists +6% fire +5% darkness +5% arcane Spell.save +3 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. 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 159% 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! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Ego+] Master Power 100% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +6 Cun +6 Lck dps ---------- Mind.crit +1% Dmg.mod +6% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Resists +12% lightning Stealth +6 ---------- misc T.Disarm +7 Max.hate +2.00 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight +7 fire On Crit.r2 +4 blight On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% blight Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +8 Mag +2 Wil +1 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 96 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 803% for 10 turns (0 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 41 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 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 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 96 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +19.00% Phys.pwr +8 (+3 eff.) Spell.pwr +19 (+6 eff.) Melee+ 19 fire Dmg.mod +17% arcane Acc +7 (+1 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Resists +5% arcane Phys.save +3 (+1 eff.) Teleport- +10% ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Cun +6 Str dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal Res.pen +25% fire ----- def ----- Resists +9% fire ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Spell.crit +3% Spell.pwr +13 (+4 eff.) S.pwr/crit +4 Dmg.mod +25% acid +12% fire +9% physical Res.pen +12% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+3 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning Acc +25 (+6 eff.) Melee Ret 10 physical ---------- misc Max.stam +20.00 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +13 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% all +10% physical Acc +14 (+3 eff.) Apr +10 ----- def ----- Disarm- +22% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +18 nature +12 light On Hit.r1 +20 lightning While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +6% nature Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 nature On Crit.r2 +20 fire While equipped: dps ---------- All.spd +3% Res.pen +16% fire Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Acc +14 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Str +7 Wil +11 Con dps ---------- Dmg.mod +15% mind Res.pen +15% mind +15% physical ----- def ----- Defense +10 (+3 eff.) Max.HP +25.00 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +10.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 105% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature +4 darkness On Hit.r1 +8 cold On Crit.r2 +12 darkness While equipped: dps ---------- Dmg.mod +18% darkness +6% cold ----- def ----- Resists +6% light +6% darkness Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Res.pen +6% physical Acc +9 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +11 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 mind On Hit: * 12% chance to reduce all saves and defense by 34 While equipped: Stats +4 Str +3 Wil +2 Cun dps ---------- Dmg.mod +8% physical Acc +7 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +15.00% Res.pen +7% physical Acc +9 (+2 eff.) Apr +15 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 112% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical +8% all Acc +17 (+4 eff.) Apr +15 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Power 104% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 100.97 mind damage (based on Willpower) to all within radius 5. Uses 33 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Heal.mod +17% Heal/summ +13 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 mind +8 arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +3% Crit.mult +9.00% Mind.pwr +11 (+3 eff.) ----- def ----- Resists +5% arcane Spell.save +4 (+2 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. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +20 nature While equipped: dps ---------- Phys.crit +2.0% Acc +12 (+3 eff.) ----- def ----- Armour +4 Resists +6% blight +9% cold Heal.mod +20% Poison- +20% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 arrow ammo [Ego+] Master Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature Power 104% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Proj.spd +200% Ranged+ +14 lightning On Crit.r2 +9 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature/Master Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 16 Ranged+ +12 cold On Crit.r2 +8 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Arcane Power 109% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Nature/Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 46 Ranged+ +9 nature While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 1 acid ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +12% physical +10% cold ----- def ----- Resists +5% lightning +7% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +28.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +10 Defense +14 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire Mind.save +14 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% arcane Spell.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +31.00 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Disrupt While equipped: Stats +2 Str +10 Dex +6 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +14% nature +15% blight A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +22 Defense +9 (+3 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +21% lightning A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +9 Fatigue +22% Resists +6% mind HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Wil ----- def ----- Max.HP +34.00 Blind- +10% Confus- +20% Stun/Frz- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +1 Cun dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +3% mind +3% blight Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +6 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 72.93 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +4% fire Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +15% lightning +11% temporal +8% light +3% blight +6% physical +8% mind +6% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Defense +2 (+0 eff.) Resists +10% mind Phys.save +8 (+4 eff.) Mind.save +16 (+8 eff.) ---------- misc Max.psi +21.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +6% mind +13% physical ----- def ----- Defense +2 (+0 eff.) Resists +8% mind +13% physical Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.psi +19.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil +3 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% cold Spell.save +9 (+5 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% fire +6% lightning +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 21 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Jamaresin the Drem Rogue level 15
24th Profit 122nd year of Ascendancy at 03:39 see stats
By Jamaresin the Drem Rogue level 10
22nd Voratun 122nd year of Ascendancy at 14:35 see stats
By Jamaresin the Drem Rogue level 20
34th Profit 122nd year of Ascendancy at 02:11 see stats
By Jamaresin the Drem Rogue level 28
10th Wealth 122nd year of Ascendancy at 07:50 see stats
By Jamaresin the Drem Rogue level 9
21st Voratun 122nd year of Ascendancy at 00:26 see stats
By Jamaresin the Drem Rogue level 20
36th Profit 122nd year of Ascendancy at 17:06 see stats
Log
Jamaresin killed Brittle clear ooze!
Jamaresin killed Brittle clear ooze!
Jamaresin killed Brittle clear ooze!
Jamaresin killed Sandworm!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Jamaresin killed War hound!
Jamaresin killed Brittle clear ooze!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Jamaresin killed Brittle clear ooze!
Jamaresin killed Brittle clear ooze!
Jamaresin's Fan of Knives hits Brittle clear ooze for 121 physical damage.
Jamaresin's Fan of Knives hits 3-headed hydra for 8 lightning, 12 temporal (21 total damage).
Jamaresin's Fan of Knives performs a melee critical strike against 3-headed hydra!
Poison bursts out of 3-headed hydra's corpse!
Fire drake is knocked back!
Fire drake hatchling resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake roars!
Jamaresin's Fan of Knives killed Brittle clear ooze!
Fire drake hits Jamaresin for 260 physical damage.
Jamaresin's Fan of Knives hits Something for 10 lightning, 14 temporal, 204 physical (230 total damage).
Jamaresin's Fan of Knives hits Fire drake for 188 physical damage.
Jamaresin's Fan of Knives hits Fire drake hatchling for 182 physical damage.
Jamaresin's Fan of Knives hits 3-headed hydra for 297 physical damage.
Jamaresin's Fan of Knives hits Fire drake hatchling for 10 lightning, 14 temporal, 204 physical (230 total damage).
Jamaresin's Fan of Knives hits Something for 170 physical damage.
Jamaresin the level 28 drem rogue was sliced to death by a fire drake on level 1 of Sandworm lair.