











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Worm That Talks 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Оригинальная идея - Scott Bigham ("Zizzo"), дополнение по ссылке Добавляет новый талант, называемый 'Interract with the Worm', который позволяет взаимодействовать с существом worm that walks (ветка Demented / Friend of the Worm), как если бы мы делали это за класс Alchemist с Golem. Теперь вы можете менять снаряжение, изучать таланты, брать управление и менять имя. - уменшено требование ресурса Insanity на каст до 0. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.6.0Official 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:
Ashes of Urh'Rok 1.6.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.6.0This 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 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Improved Auto-explore and Rest 1.6.0Quality 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. Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage (Technomancer) |
| Level / Exp | 30 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Adaranne the assassin at level 16 on the 5th Haze 122nd year of Ascendancy at 06:49 0 / 7Killed by Assassin Lord at level 16 on the 5th Haze 122nd year of Ascendancy at 20:20 Killed by orc mage-hunter at level 22 on the 68th Haze 122nd year of Ascendancy at 10:46 Killed by Ninandra, the Great Weaver at level 30 on the 40th Regrowth 123rd year of Ascendancy at 08:55 Killed by Ninandra, the Great Weaver at level 30 on the 40th Regrowth 123rd year of Ascendancy at 14:59 Killed by Ninandra, the Great Weaver at level 30 on the 40th Regrowth 123rd year of Ascendancy at 18:17 Killed by Ninandra, the Great Weaver at level 30 on the 40th Regrowth 123rd year of Ascendancy at 19:34 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 79 (base 60) |
| Willpower | 70 (base 58) |
| Cunning | 38 (base 14) |
Resources
| Life | -86/556 |
| Mana | 117/614 |
| Steam | 16/90 |
| Healing Factor | 1.2245901639344 |
| Regeneration | 7.6536885245902 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 13.579586718419 |
| See Invisible | 46.561408158093 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 27 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +141% |
| Fire | +34% |
| All | +23% |
Offense: Damage Penetration
| Arcane | +73% |
Defense: Base
| Armour (hardiness) | 13 (35.629139072848%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 50 |
| Mental Save | 47 |
Defense: Resistances
| Lightning | + 52%( 70%) |
| Cold | + 38%( 70%) |
| Darkness | + 37%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 52%( 70%) |
| All | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 12% |
| Blind Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1232% for 10 turns (629 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% 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 Dexterity stat. |
Class Talents
| Spell / Occult technomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Temporal | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Metaphasic Spin |
| talent | Arcane Power |
| talent | Shielding |
| talent | Pure Aether |
| beneficial effect | Project your saw along the leftover breaches. Metaphasic Echoes |
| beneficial effect | Arcane damage increased by 20%. Born into Magic |
| beneficial effect | The target calls upon its inner resources, improving all damage by 23% and reducing all damage taken by 23%. Wrath of the Highborn |
| beneficial effect | The time distortion has created a restoration field, healing the target for 61 each turn. Temporal Restoration Field |
| beneficial effect | Filled with pure aether forces! Aether Avatar |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by gigantic corrosive tunneler. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 26. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
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 has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Islogalaith' (30 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Cun +8 Lck ----- def ----- Armour +3 Defense +30 (+9 eff.) Resists +5% arcane Spell.save +18 (+6 eff.) Stealth +8 Disease- +20% A pair of boots made of leather. This object's appearance was changed to Aetherwalk. |
| Light source | scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Melee Ret 15 fire ----- def ----- Resists +6% blight +7% fire +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 23 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. The set is complete. While equipped: Stats +8 Cun ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane Mind.save +12 (+4 eff.) ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta Metaflow: Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Your mastery of arcane flows allow you to reset the cooldown of up to 6 of your spells (that don't have a fixed cooldown) of tier 4 or less. A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. |
| Tool | cleansing yew wand of shielding [power 192] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 293 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to 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. |
| On fingers | sneakthief's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +11% fire Acc +7 (+3 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
| On fingers | marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +26% Rings can have magical properties. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Defense +8 (+3 eff.) Fatigue -10% Proj.slow +20% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. The set is complete. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +0.0% Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +100.00 Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
| On hands | restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) 1.5 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +15.00 Talents +2 Toxic Cannister Launcher 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. This object's appearance was changed to Crystle's Astral Bindings. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all ---------- misc Talents +3 Arcane Dynamo An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | cashmere cloak 'Borysta' (27 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +2 Mag ----- def ----- Defense +27 (+8 eff.) Resists +30% lightning +9% cold Max.HP +60.00 Heal.mod +20% Stun/Frz- +70% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Radiance. |
| Around neck | Emywe =infre, sight=0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +18 (+6 eff.) Dmg.mod +6% arcane ----- def ----- Mind.save +7 (+3 eff.) Blind- +14% Confus- +12% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 134; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 356; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 104; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 104 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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. |
shielding rune of the wizard (absorb 533; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 533 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 32; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 469 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet 'Grinidunagar'0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +9 (+2 eff.) Dmg.mod +6% lightning +5% temporal +5% light +6% fire +4% acid +5% physical +12% blight +6% cold +5% darkness Acc +7 (+3 eff.) Apr +13 ----- def ----- Crit.dmg- 15.00% ---------- misc Light +2 See.Invis +9 Amulets can have magical properties. |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets can have magical properties. |
insulating gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% cold +14% fire Amulets can have magical properties. |
mindweaver's gold amulet of magic (+2)0.1 T3 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +10% Amulets can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings can have magical properties. |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+4 eff.) Rings can have magical properties. |
titan's copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Phys.save +6 (+4 eff.) Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gladiator's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +25 Rings can have magical properties. |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings can have magical properties. |
marksman's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Acc +10 (+5 eff.) Rings can have magical properties. |
conjurer's stralite ring of the mind (+12%)0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Wil +5 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
marksman's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 7 physical Ranged+ 9 physical Acc +10 (+5 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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 can have magical properties. |
yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Defense +8 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 116.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
enhanced dwarven-steel dagger of erosion (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 115% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 nature While equipped: Stats +5 Str +3 Dex +3 Mag +5 Wil +6 Cun +5 Con Sharp, short and deadly. |
enhanced stralite dagger (133% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 134% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Str +3 Dex +3 Mag +3 Wil +6 Cun +7 Con Sharp, short and deadly. |
warbringer's dwarven-steel steamsaw of enduring (122% power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego++] Nature/Master/Steamtech Power 122% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam While equipped: Stats +7 Wil +9 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Max.HP +20.00 Disarm- +12% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +8 Dex +9 Mag +23 Wil +8 Cun +19 Con ----- def ----- Max.HP +41.00 Longbows are used to shoot arrows at your foes. |
Aduvea (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +20% blight +25% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +24% lightning +6% blight +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +11% mind +12% darkness +11% all Phys.save +12 (+7 eff.) Spell.save +10 (+4 eff.) Mind.save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Earthtickler1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +15% nature Res.pen +15% darkness ----- def ----- Resists +7% cold +7% fire ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt 'Strikesear'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Dmg.mod +3% fire Res.pen +10% lightning ----- def ----- Resists +9% lightning +6% fire +6% cold A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Glarebreaker1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Wil +5 Cun dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% light Crit.dmg- 15.00% Phys.save +13 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc See.Invis +15 A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Glimmerspiker the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% mind Res.pen +20% light ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetwinter (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% lightning +9% mind Res.pen +10% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cyranor' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +100.00 Confus- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poryrimira the Cracklevengeance (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% lightning +3% cold Res.pen +25% lightning +15% cold Melee Ret 2 cold ----- def ----- Armour +1 Resists +3% fire Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd 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. |
pair of rough leather boots 'Nimbusglamour' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Res.pen +15% lightning ----- def ----- Armour +1 Resists +9% lightning Silence- +23% Confus- +21% Stun/Frz- +21% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
miner's pair of hardened leather boots of tirelessness (0 def, 4 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 ---------- misc Stam/turn +0.50 Max.stam +18.00 Infravis +2 A pair of boots made of leather. |
reinforced pair of hardened leather boots of massiveness (0 def, 7 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +7 Resists +7% acid +6% fire +5% cold +9% lightning ---------- misc Size +1 A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +6 Dex +3 Cun dps ---------- Acc +13 (+6 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) ---------- misc Cooldown Double Strike -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. |
storm hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +7% lightning 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. |
Noonwolf (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +6% light +12% mind ---------- misc Mana/turn +0.19 Light +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. |
heroic dwarven-steel gauntlets of the juggernaut (0 def, 6 armour)1.5 T2 hands armor [Ego++] Master While equipped: Stats +2 Con ----- def ----- Armour +6 Fatigue +3% Phys.save +18 (+10 eff.) Spell.save +5 (+2 eff.) Mind.save +11 (+4 eff.) Max.HP +46.00 Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Con dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Phys.save +15 (+8 eff.) Spell.save +17 (+6 eff.) Mind.save +7 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +1 Con +3 Mag dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Anoroddakath (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex +1 Wil +2 Cun dps ---------- Dmg.mod +13% lightning +3% mind Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning Crit.dmg- 15.00% A pointy cloth hat, very wizardly... |
Bealach the Chargewrither (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex +5 Mag +2 Wil +4 Cun ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+8 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Gyrevena (16 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +16 (+6 eff.) Fatigue +4% Resists +4% all +15% fire Phys.save +8 (+5 eff.) HP.reg +4.00 Disease- +20% Cut- +20% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 74.0 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
52 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% cold +6% arcane +6% fire ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 49.06 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 377 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Galewilter [power 1] (40 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning +3% cold +3% darkness Res.pen +15% lightning ----- def ----- Resists +6% darkness +3% cold Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing [power 132] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 132 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of stinging [power 216] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 265 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elven-wood totem of healing [power 294] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 294 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ythlen Arkupain the Higher Archmage level 26
10th Regrowth 123rd year of Ascendancy at 17:58 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ythlen Arkupain the Higher Archmage level 17
40th Haze 122nd year of Ascendancy at 11:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ythlen Arkupain the Higher Archmage level 21
60th Haze 122nd year of Ascendancy at 16:08 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ythlen Arkupain the Higher Archmage level 27
25th Regrowth 123rd year of Ascendancy at 15:31 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ythlen Arkupain the Higher Archmage level 10
1st Summertide 122nd year of Ascendancy at 07:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ythlen Arkupain the Higher Archmage level 20
54th Haze 122nd year of Ascendancy at 21:14 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ythlen Arkupain the Higher Archmage level 30
40th Regrowth 123rd year of Ascendancy at 02:41 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Ythlen Arkupain the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:16 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ythlen Arkupain the Higher Archmage level 17
5th Haze 122nd year of Ascendancy at 22:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ythlen Arkupain the Higher Archmage level 21
60th Haze 122nd year of Ascendancy at 21:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ythlen Arkupain the Higher Archmage level 13
6th Flare 122nd year of Ascendancy at 14:18 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ythlen Arkupain the Higher Archmage level 26
11st Regrowth 123rd year of Ascendancy at 01:40 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ythlen Arkupain the Higher Archmage level 28
31st Regrowth 123rd year of Ascendancy at 17:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ythlen Arkupain the Higher Archmage level 22
61st Haze 122nd year of Ascendancy at 06:57 see stats
Log
Arcane Vortex from Ythlen Arkupain hits Weaver young for 130 arcane damage.
Arcane Vortex from Ythlen Arkupain hits Ninandra, the Great Weaver for 126 arcane damage.
Weaver young uses Infusion: Heroism.
Weaver young retunes the fabric of spacetime.
Weaver young uses Infusion: Regeneration.
Weaver young starts regenerating health quickly.
Ninandra, the Great Weaver's gravity area effect hits Ythlen Arkupain for 45 physical damage.
Ythlen Arkupain performs a melee critical strike against Weaver young!
Weaver young spins fate.
Weaver young spins fate.
Ythlen Arkupain speeds up.
Ythlen Arkupain receives 74 healing from Temporal Restoration Field.
Ythlen Arkupain hits Weaver young for 299 arcane damage.
Ythlen Arkupain hits Weaver young for 227 arcane damage.
Ythlen Arkupain hits Weaver young for 181 arcane damage.
Ythlen Arkupain casts Arcane Vortex.
Weaver young is focused by an arcane vortex!.
Arcane Vortex from Ythlen Arkupain hits Weaver young for 125 arcane damage.
Arcane Vortex from Ythlen Arkupain hits Weaver young for 125 arcane damage.
Ninandra, the Great Weaver stops weaving fate.
Ninandra, the Great Weaver is free from the arcane vortex.
Ninandra, the Great Weaver casts Time Shield.
The very fabric of time alters around Ninandra, the Great Weaver.
Weaver young retunes the fabric of spacetime.
Weaver young retunes the fabric of spacetime.
Ninandra, the Great Weaver casts Stop.
Ninandra, the Great Weaver's spell attains critical power!
Ythlen Arkupain shrugs off the critical damage!
Saving game...


































































































































