










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 19 / 0% |
Size | medium |
Lifes / Deaths | Killed by Velildamina the Guard at level 17 on the 39th Dusk 122nd year of Ascendancy at 07:15 4 / 1 |
Primary Stats
Strength | 49 (base 39) |
Dexterity | 14 (base 10) |
Constitution | 21 (base 10) |
Magic | 59 (base 47) |
Willpower | 20 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | 442/442 |
Positive | 64/64 |
Stamina | 179/179 |
Vim | 172/172 |
Healing Factor | 1.194804467222 |
Regeneration | 0.2987011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
Offense: Mainhand
Damage | 80 |
Accuracy | 37 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +10% |
Physical | +3% |
Acid | +12% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (60%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 13 |
Physical Save | 22 |
Spell Save | 26 |
Mental Save | 23 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 13%( 70%) |
All | + 10%( 70%) |
Lightning | + 20%( 70%) |
Light | + 53%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 16%( 70%) |
Defense: Immunities
Confusion Resistance | 20% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.47 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Second Life |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed orc heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
On feet | ![]() Murkdash the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage (Melee): 0(-20) item darkness numbing Changes stats: +4(-) Str / +3(-) Con Changes damage: +6%(-) darkness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Galykath the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +14 (+5 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Str / +1(-) Dex / +5(-) Con Changes damage: +3%(-) physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Flashdeath the hardened leather gloves (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) (-) Armour: +2 (-) Changes stats: +5(-) Cun / +3(-) Str Changes resistances: +6%(-) blight / +3%(-) temporal Changes resistances penetration: +5%(-) light Light radius: +2 (-) Infravision radius: +3 (-) 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 | ![]() piercing elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() conjurer's copper ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Damage (Melee): 0(-10) item expose / 7(-) physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 15 Damage (Ranged): 0(-11) item expose / 7(-) physical Changes stats: +5(-) Mag / +4(-) Wil / +2(-) Cun Hate when firing a critical mind attack: +2.00 (-) Maximum hate: +5.00 (-) Spellpower: +5 (+2 eff.) (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() wizard's copper ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +3(-2) Mag / +0(-4) Wil / +0(-2) Cun Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() grounding steel amulet of mastery (0.17 Celestial / Light) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11%(-) lightning Talent masteries: +0.17(-) Celestial / Light Stun/Freeze immunity: +22% (-) Amulets make your neck look great! |
In main hand | ![]() Mardorath the Dusktide (132% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) Damage (Melee): +8(-) darkness Damage against: +8% (-)Living When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% * 20% chance to reduce armor by 32% Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +6%(-) darkness Changes damage: +3%(-) acid / +3%(-) darkness Blunt and deadly. |
Around waist | ![]() noble's rough leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +5(-) Wil Damage against: +17% (-)Summoned Reduced damage from: +15% (-)Summoned Mental save: +6 (+3 eff.) (-) Maximum life: +44.00 (-) A belt that goes around your waist. |
In off hand | ![]() Beturelaith the steel shield (0 def, 19 armour, 110% power, 80 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +6.0% (-) Block value: +80 (-) When wielded/worn: Armour: +19 (-) Fatigue: +8% (-) On shield block: + Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) Changes stats: +3(-) Dex Changes resistances: +5%(-) arcane / +3%(-) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() linen cloak 'Morninggash' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 4(-) acid Changes stats: +1(-) Mag / +1(-) Wil Changes resistances: +3%(-) acid Changes resistances penetration: +20%(-) light Changes damage: +9%(-) acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Con / +3(-) Mag Changes resistances: +7%(-) all Spellpower: +5 (+2 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Inventory
![]() manasurge rune (regen 766% over 10 turns; mana 38; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 766% for 10 turns (0 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 229 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-11%) lightning Talent mastery: +0.00(-0.17) Celestial / Light Stun/Freeze immunity: +0% (-22%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
![]() stabilizing copper amulet of mastery (0.10 Celestial / Light) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-11%) lightning / +11% temporal Talent masteries: +0.10(-0.07) Celestial / Light Pinning immunity: +22% Stun/Freeze immunity: +0% (-22%) Knockback immunity: +21% Amulets make your neck look great! |
![]() steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-11%) lightning Talent mastery: +0.00(-0.17) Celestial / Light Stun/Freeze immunity: +0% (-22%) Amulets make your neck look great! |
![]() copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +0(-5) Mag / +0(-4) Wil / +0(-2) Cun Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Hate when firing a critical mind attack: +0.00 (-2.00) Maximum life: +22.00 Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +3 Dex / +0(-5) Mag / +0(-4) Wil / +0(-2) Cun Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() titan's copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +0(-5) Mag / +0(-4) Wil / +0(-2) Cun / +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+2 eff.) Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's gold ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +0(-5) Mag / +0(-4) Wil / +3(+1) Cun Changes resistances: +22% fire Changes damage: +11% fire Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() titan's gold ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +11 Defense: +11 (+11 eff.) Damage (Melee): 0(-7) physical / 0(-10) item expose Damage (Ranged): 0(-7) physical / 0(-11) item expose Changes stats: +0(-5) Mag / +0(-4) Wil / +0(-2) Cun / +5 Con Physical save: +10 (+5 eff.) Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 114% 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! Tap to cycle through comparison choices |
![]() Crystal Shard (113% power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% (-20%) Range: 1.2x (-0.2x) Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage conversion: 50% blight Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +10% blight / +10% arcane / +0%(-6%) darkness Changes damage: +18% blight / +0%(-3%) darkness / +18% arcane / +0%(-3%) acid Damage affinity(heal): +20% arcane Spellpower: +14 (+4 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() This item will automatically be transmogrified when you leave the level. Xewen (115% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% (-18%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Defense: +7 (+7 eff.) Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 4 arcane Changes resistances: +3% cold / +0%(-6%) darkness / +1% physical Changes damage: +0%(-3%) acid / +17% light / +0%(-3%) darkness Talent granted: +1 Command Staff Disarm immunity: +10% Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 102.10 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. |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff of wizardry (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-22%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes stats: +1 Mag / +2 Wil Changes resistances: +0%(-6%) darkness Changes damage: +15% blight / +0%(-3%) darkness / +0%(-3%) acid Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. shimmering yew starstaff (120% power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (-12%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +20% light / +0%(-3%) darkness Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +33.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. hateful steel battleaxe (119% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% (-13%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) Damage (Melee): +9(+1) darkness Damage against: +13% (+5% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. flaming dwarven-steel battleaxe (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% (+7%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +6.5% (+5.0%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +14 fire Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. flaming dwarven-steel battleaxe of daylight (140% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% (+8%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +6.5% (+5.0%) Attack speed: 100% (-) Damage (Melee): +12 light / +0(-8) darkness Damage (radius 1) on hit: +12 fire Damage against: +7% Undead / +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. acidic steel greatsword of massacre (140% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 141% (+8%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel greatsword of massacre (137% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 137% (+4%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Massive two-handed swords. |
![]() River's Fury (125% power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% (-7%) Range: 1.4x (+0.0x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+4) Crit. chance: +5.0% (+3.5%) Attack speed: 91% (-9%) Damage (Melee): +0(-8) darkness / +15 cold Damage against: +0% (-8% )Living When wielded/worn: Accuracy: +10 (+4 eff.) Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness / +10% cold Changes damage: +0%(-3%) acid / +10% cold / +0%(-3%) darkness Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.68 cold damage and 12.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel longsword of phasing (111% power, 9 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% (-22%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 (+5) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage Shield penetration (this weapon only): +14% Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Sharp, long, and deadly. |
![]() creative mossy mindstar of balance (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-58%) Range: 1.1x (-0.3x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+8) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes stats: +3 Cun Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +2 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. vined mindstar of balance (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% (-49%) Range: 1.1x (-0.3x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. vined mindstar of life (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% (-46%) Range: 1.1x (-0.3x) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. thorny mindstar of balance (97% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% (-35%) Range: 1.1x (-0.3x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Tap to cycle through comparison choices |
[vs. Mardorath the Dusktide (132% power, 4 apr) (In main hand, 1 of 2)] arcing cured leather whip of phasing (111% power, 10 apr)This item will automatically be transmogrified when you leave the level. arcing cured leather whip of phasing (111% power, 10 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Power: 111% (-22%) Range: 1.2x (-0.2x) Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 (+6) Crit. chance: +6.0% (+4.5%) Attack speed: 125% (+25%) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage Shield penetration (this weapon only): +12% Damage (Melee): +0(-8) darkness Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Changes resistances: +0%(-6%) darkness Changes damage: +0%(-3%) acid / +0%(-3%) darkness Long and lethal. Tap to cycle through comparison choices |
[vs. Mardorath the Dusktide (132% power, 4 apr) (In main hand, 1 of 2)] Thunderwar the braided leather whip (113% power, 2 apr)Thunderwar the braided leather whip (113% power, 2 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: weapon / whip ; tier 3 Power: 113% (-20%) Range: 1.2x (-0.2x) Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +7.0% (+5.5%) Attack speed: 125% (+25%) Damage (Melee): +0(-8) darkness / +12 physical Damage (radius 1) on hit: +12 lightning Damage against: +0% (-8% )Living When wielded/worn: Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 6 cold Changes stats: +5 Str / +9 Dex / +5 Mag / +5 Wil / +7 Cun / +8 Con Changes resistances: +0%(-6%) darkness Changes damage: +3% lightning / +0%(-3%) darkness / +0%(-3%) acid Physical save: +12 (+6 eff.) Long and lethal. Tap to cycle through comparison choices |
![]() psychokinetic pouch of steel shots of paradox (15/15, 125% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 126% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 73 physical damage Damage (Ranged): +10 physical / +5 temporal Shots are used with slings to pummel your foes to death. |
![]() reinforced iron shield of fire resistance (+17%) (0 def, 3 armour, 94% power, 36.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% (-15%) Range: 1.2x (+0.0x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-3.5%) Block value: +36 (-44) When wielded/worn: Armour: +3 (-16) Fatigue: +8% (-) Changes stats: +0(-3) Dex Changes resistances: +17% fire / +0%(-5%) arcane / +0%(-3%) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-30%) Defense: +12 (+12 eff.) Damage when hit (Melee): 10 cold Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +7%(-) all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) (-) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() This item will automatically be transmogrified when you leave the level. cashmere robe 'Flashhunt' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-30%) Changes stats: +1 Dex / +0(-3) Mag / +0(-3) Con Changes resistances: +9% fire / +15% physical / +9% nature / +11%(+4%) all Changes resistances penetration: +10% light Changes damage: +12% light / +15% physical Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-30%) Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +5% blight / +11%(+4%) all Life regen: +2.30 Maximum life: +52.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. hardened leather armour (9 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-1) Armour Hardiness: +0% (-30%) Defense: +9 (+9 eff.) Fatigue: +8% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +0%(-7%) all Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) A suit of armour made of leather. |
![]() Amehor (2 def, 11 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 (+4) Armour Hardiness: +0% (-30%) Defense: +2 (+2 eff.) Fatigue: +8% Changes stats: +0(-3) Mag / +2 Wil / +0(-3) Con Changes resistances: +17% acid / +12% blight / +11% darkness / +0%(-7%) all Physical save: +6 (+3 eff.) Maximum mana: +40.00 Spellpower: +10 (+3 eff.) (+5 (+1 eff.)) Light radius: +2 Damage Shield penetration: +10% A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 (+6) Armour Hardiness: +0% (-30%) Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +0%(-7%) all Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (+1) Armour Hardiness: +0% (-30%) Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +10% blight / +14% nature / +0%(-7%) all Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) A suit of armour made of mail. |
![]() Eilinadherin the Kindlemistress Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str / +3(-2) Wil / +1(-3) Cun / +2 Con Changes resistances penetration: +25% fire Damage against: +0% (-17% )Summoned Reduced damage from: +0% (-15% )Summoned Spell save: +8 (+4 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-44.00) See invisible: +3 Size category: +1 A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of the mystic Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-4) Cun / +0(-5) Wil Changes resistances: +7% lightning / +9% temporal Damage against: +0% (-17% )Summoned Reduced damage from: +0% (-15% )Summoned Mental save: +7 (+3 eff.) (+1 (+0 eff.)) Maximum life: +0.00 (-44.00) Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
![]() Venomsaw (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 0(-4) acid Changes stats: +2 Dex / +0(-1) Mag / +0(-1) Wil / +2 Cun Changes resistances: +0%(-3%) acid / +2% physical / +3% nature Changes resistances penetration: +0%(-20%) light Changes damage: +0%(-9%) acid Confusion immunity: +10% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak 'Deepspunish' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (+1 (+1 eff.)) Damage when hit (Melee): 0(-4) acid Changes stats: +1 Str / +0(-1) Mag / +0(-1) Wil / +3 Con Changes resistances: +0%(-3%) acid / +6% fire / +6% darkness Changes resistances penetration: +0%(-20%) light Changes damage: +15% light / +0%(-9%) acid Physical save: +3 (+1 eff.) Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. elven-silk cloak 'Earthimmortal' (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) (+2 (+2 eff.)) Damage when hit (Melee): 6 nature / 0(-4) acid Changes stats: +3 Str / +3 Dex / +0(-1) Mag / +0(-1) Wil / +3 Cun / +2 Con Changes resistances: +6% nature / +0%(-3%) acid Changes resistances penetration: +0%(-20%) light / +13% arcane / +5% nature Changes damage: +0%(-9%) acid / +7% arcane / +15% nature Critical mult.: +26.00% Maximum mana: +75.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Lisath the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +1 (-) Damage (Melee): 0(-20) item darkness numbing Changes stats: +1(-3) Str / +3 Wil / +3 Cun / +1(-2) Con Changes damage: +0%(-6%) darkness Critical mult.: +15.00% Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+3 eff.) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Flashobsidian' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 (+2) Fatigue: -6% Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-4) Str / +3 Dex / +4 Mag / +0(-3) Con Changes resistances: +3% physical / +6% fire Changes damage: +0%(-6%) darkness / +6% fire Maximum encumbrance: +22 Physical save: +8 (+4 eff.) Light radius: +2 A pair of boots made of leather. |
![]() Branetofang (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 4 blight Changes stats: +3(-1) Str / +3 Mag / +2(-1) Con Changes damage: +0%(-6%) darkness Mana each turn: +0.12 Damage Shield penetration: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. polar hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) (-) Armour: +2 (-) Damage (Melee): 8 cold Changes stats: +3(-) Str / +0(-5) Cun Changes resistances: +0%(-6%) blight / +6% cold / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) light Changes damage: +5% cold Light radius: +0 (-2) Infravision radius: +0 (-3) 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. |
![]() Xanuyaba the linen wizard hat (1 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-14 (-5 eff.)) Armour: +6 (+3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str / +0(-1) Dex / +4 Cun / +0(-5) Con Changes resistances: +16% nature Changes resistances penetration: +5% mind Changes damage: +11% nature / +0%(-3%) physical Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat 'Cyrath' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-14 (-5 eff.)) Armour: +0 (-3) Defense: +2 (+2 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str / +0(-1) Dex / +4 Cun / +0(-5) Con Changes resistances: +6% nature / +6% fire Changes damage: +12% mind / +0%(-3%) physical Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +1.40 Mindpower: +20 (+10 eff.) A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Gowe' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-14 (-5 eff.)) Armour: +0 (-3) Defense: +2 (+2 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str / +0(-1) Dex / +9 Cun / +0(-5) Con Changes resistances penetration: +10% mind Changes damage: +3% mind / +0%(-3%) physical Mental save: +5 (+2 eff.) Psi when hit: +0.04 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-14 (-5 eff.)) Armour: +3 (-) Fatigue: +3% (-2%) Changes stats: +0(-3) Str / +0(-1) Dex / +0(-5) Con Changes resistances: +5% cold Changes damage: +0%(-3%) physical Allows you to breathe in: water Physical save: +13 (+6 eff.) A cap made of leather. |
![]() amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() iron pickaxe 'Arcradiance' (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 13% Damage when hit (Melee): 6 lightning Changes stats: +1 Str Changes resistances penetration: +20% lightning / +5% acid Changes damage: +6% lightning / +3% acid Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() This item will automatically be transmogrified when you leave the level. cleansing yew totem of thorny skin [power 35] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() focusing elm wand of shielding [power 110] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() This item will automatically be transmogrified when you leave the level. cleansing ash wand of conjuration [power 160] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 160 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Sunnac the Cornac Sun Paladin level 10
11st Dusk 122nd year of Ascendancy at 13:50 see stats
By Sunnac the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 01:08 see stats
By Sunnac the Cornac Sun Paladin level 2
75th Pyre 122nd year of Ascendancy at 05:46 see stats
By Sunnac the Cornac Sun Paladin level 8
8th Mirth 122nd year of Ascendancy at 15:01 see stats
By Sunnac the Cornac Sun Paladin level 14
18th Dusk 122nd year of Ascendancy at 19:37 see stats
By Sunnac the Cornac Sun Paladin level 17
45th Dusk 122nd year of Ascendancy at 01:04 see stats
Log
Sunnac picks up (p.): flaming dwarven-steel battleaxe (139% power, 2 apr).
Talent Wave of Power is ready to use.
Rotting Disease from Xanota the carrion worm mass hits Sunnac for 13 blight damage.
Sunnac receives 7 healing from Shield of Light.
Sunnac is free from the rotting disease.
Talent Infusion: Wild is ready to use.
Talent Barrier is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You pickup 0.55 gold pieces.
Talent Healing Light is ready to use.
Resting starts...
Talent Searing Sight is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 27 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!