









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Ashes of Urh'Rok 1.5.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite Dungeon Merchants 1.5.10T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
This mod is experimental, Infinite Dungeon runs a script that turns ALL neutral/friendly npcs hostile, so spawning npc merchants is obviously a very challenging task. I've spent many, MANY hours trying to get this to work, but I.D is very thorough and aggressive in its approach to making all entities hostile. As a \"patchwork\" fix, I've disabled the code that turns friendly npcs hostile, so you WILL see friendly mages and warriors fighting hostile monsters in this mod.
|
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 24 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Lisutira the bee swarm at level 5 on the 77th Pyre 122nd year of Ascendancy at 18:18 0 / 7Killed by Elyrethra the large white snake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 13:07 Killed by Eludabeth the dredgling at level 11 on the 2nd Flare 122nd year of Ascendancy at 01:17 Killed by Eludabeth the dredgling at level 11 on the 2nd Flare 122nd year of Ascendancy at 02:30 Killed by Bethema the skeleton mage at level 20 on the 10th Dusk 122nd year of Ascendancy at 07:35 Killed by Urkis, the High Tempest at level 24 on the 18th Dusk 122nd year of Ascendancy at 15:16 Killed by elven blood mage at level 24 on the 18th Dusk 122nd year of Ascendancy at 19:49 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 53 (base 35) |
| Constitution | 42 (base 10) |
| Magic | 40 (base 35) |
| Willpower | 17 (base 10) |
| Cunning | 50.6 (base 38) |
Resources
| Life | -21/792 |
| Stamina | 118/186 |
| Healing Factor | 1.7964150943396 |
| Regeneration | 69.215873584906 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Barehand
| Damage | 88 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Nature | +12% |
| Physical | +14% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 21.335093952971 (48.103448275862%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 40 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 61%( 80%) |
| Blight | + 46%( 70%) |
| Physical | + 40%( 75%) |
| Cold | + 46%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 37%( 70%) |
| Lightning | + 49%( 70%) |
| Mind | + 42%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 191 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 195 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Tentacles | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Striking Stance |
| beneficial effect | A flow of life spins around the target, regenerating 38.28 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| beneficial effect | Blocking up to 0 total damage. Blocking |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 10 defense. Evasion |
Quests
You failed to protect the lost anorithil from death by Getira the tempest. Escort: lost anorithil (level 5 of Infinite Dungeon) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infinite Dungeon. Escort: lost sun paladin (level 2 of Infinite Dungeon)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 14 of Infinite Dungeon. Escort: lost tinker (level 14 of Infinite Dungeon)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: Random Artifact: Silomita (4 def, 9 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 240 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (240) (Level 12)Turns left: -1 | failed |
Leave the level in less than 63 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (63) (Level 11)Turns left: 41 You completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Hurydunadur (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal +9% mind ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Acc+ +0.1% dam / acc Apr +15 Crit +5.0% Atk.spd 125% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| On head | Cyruda the hardened leather cap (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- S.pwr/crit +6 Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +14% darkness +7% nature Spell.save +41 (+14 eff.) Max.HP +60.00 Heal.mod +17% ---------- misc Vim/s.crit +2.00 Infravis +2 A cap made of leather. |
| Tool | steel torque of kinetic psionic shield [power 43] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Baleduhir'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Mag +4 Wil +3 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Dmg.mod +6% acid Melee Ret 20 acid ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Negoneg0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +11% acid +3% physical ----- def ----- Resists +22% acid +1% physical Phys.save +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Morbusrebel0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +8 Lck +3 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% nature Unseen.red 11% ---------- misc Light +1 Infravis +1 Amulets can have magical properties. |
| Main armor | Serpentwyrd the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% nature +6% physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +5% mind +19% lightning Mind.save +11 (+5 eff.) Max.HP +22.00 A suit of armour made of mail. |
| Light source | Undeathrip the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +2 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. |
| Cloak | Shinegasher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +6% light ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
regeneration infusion of the wizard (heal 196 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 15%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
dwarven-steel battleaxe of erosion (29-43.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature +16 temporal Massive two-handed battleaxes. |
insidious steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 19.0 - 24.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 insidious poison Sharp, short and deadly. |
steel dagger of massacre (14.5-18.85 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
arcing steel greatmaul of massacre (40-60 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
dwarven-steel greatmaul (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Brightpiercer the iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% fire ---------- misc Light +3 Massive two-handed swords. |
Plagueobsidian (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +26 insidious poison +8 nature On Hit.r1 +16 nature On Crit.r2 +8 nature +4 fire While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature Massive two-handed swords. |
acidic steel greatsword of daylight (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 light +9 acid Against +17% Undead On Crit: * splashes the target with acid Massive two-handed swords. |
ranger's ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 lightning While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
steady ash longbow of fire4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 fire While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% fire Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Aerydil (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Master/Psionic Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 darkness +4 blight Against +6% Living On Hit.r1 +8 arcane On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, long, and deadly. |
flaming steel longsword of the mystic (17-23.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Sharp, long, and deadly. |
steel longsword 'Voreldath' (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Mind.crit +2% ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.20 Max.hate +4.00 Max.psi +50.00 Sharp, long, and deadly. |
steel longsword of persecution (12.5-17.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Against +5% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
Anichak the Balancequeller (11-15.4 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 11.0 - 15.4 Nature Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +17 insidious poison While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +20% nature +12% acid Blunt and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+4 eff.) Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
acidic steel mace of the mystic (16.5-23.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +7 (+4 eff.) Blunt and deadly. |
arcing steel mace of vileness (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 lightning +10 blight On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Blunt and deadly. |
insidious dwarven-steel mace of massacre (34-47.6 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 insidious poison Blunt and deadly. |
vined mindstar of balance (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of the jelly (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.60 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. |
Aerolelle4.0 T2 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +12% light +6% acid Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Cut- +10% Silence- +15% Stun/Frz- +15% Slings are used to hurl stones or metal shots at your foes. |
Silynor the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight Res.pen +5% arcane ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.16 Max.mana +40.00 Max.vim +20.00 Wards +2 blight Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
Xymina the Infernoworm (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +12 fire On Crit.r2 +4 fire On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ----- def ----- Resists +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Glowstreak' (17-20.4 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 light On Hit.r1 +8 light On Crit.r2 +12 light On Hit: * 20% chance to blind While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +17% cold Res.pen +10% mind Melee Ret 4 mind ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Soothue' (22-26.4 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +8% Spell.pwr +11 (+6 eff.) Dmg.mod +22% lightning On Hit (Melee): * 8% chance to disease ----- def ----- Resists +6% darkness +12% light Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ranger's steel steamgun of cunning (+1)4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Dex +3 Cun dps ---------- Res.pen +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emelivea the blue-steel trident (20-32 power, 8 apr)3.0 T2 trident 2H weapon [Rare] Nature Power 20.0 - 32.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 91% Melee+ +7 nature +10 temporal On Hit.r1 +8 acid On Crit.r2 +4 acid While equipped: Stats +5 Wil ---------- misc Light +3 Telepathy Dragon A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of projection (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Psionic Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 91% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing dwarven-steel waraxe (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
dwarven-steel waraxe (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
manaburning steel waraxe (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 13 arcane resource burn One-handed war axes. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+6 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Phoenixtouch' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +12% temporal +6% fire +6% cold +9% nature +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of corrosion (+15%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of darkness (+19%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +13% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Lavaquick' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +6% mind +12% cold Res.pen +25% fire Melee Ret 4 fire ----- def ----- Resists +14% darkness +6% blight +18% cold +13% mind +3% fire Phys.save +13 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+10 eff.) Max.HP +60.00 HP.reg +2.30 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -4% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Ce'Nayamina (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Melee+ 6 blight Dmg.mod +4% blight Apr +2 ----- def ----- Armour +1 Resists +5% blight +3% physical Phys.save +12 (+6 eff.) ---------- misc Stam/turn +0.40 Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +6 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Hanuldir' (0 def, 2 armour)1.5 T3 hands armor [Rare] Arcane While equipped: Stats +2 Str +2 Wil +4 Cun dps ---------- Melee+ 8 darkness Dmg.mod +6% darkness ----- def ----- Armour +2 Resists +9% light +5% arcane +5% darkness ---------- misc Light +3 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: * 7% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Unarmed combat: Power 16.5 - 23.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Aeryvea the Tempestumbra (10 def, 4 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Crit.mult +6.00% Apr +4 On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +4 Defense +10 (+5 eff.) Rng.Def +9 (+4 eff.) Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Blazewreck (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +21% light +6% lightning Res.pen +15% lightning Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Radhydekhad (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% mind +12% acid Res.pen +15% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying cashmere wizard hat of fire (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% fire Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
cleansing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +9% temporal A cap made of leather. |
insulating linen wizard hat of frost (+7%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +22% cold +7% fire A pointy cloth hat, very wizardly... |
linen wizard hat 'Lustrepassion' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +18% light Res.pen +5% light Melee Ret 8 arcane On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness +5% arcane A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of corrosion (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Defense +2 (+1 eff.) Resists +16% acid Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Xerossra the Woerend (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% cold ---------- misc Mana/turn +0.04 A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +11% nature +13% blight A suit of armour made of mail. |
dwarven-steel mail armour 'Baluzilamas' (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +17% acid +9% cold +12% blight Phys.save +12 (+6 eff.) Disarm- +5% Confus- +15% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +11% blight +16% fire +11% nature A suit of armour made of leather. |
Arthadar (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Rare] Nature While equipped: Stats +2 Str +5 Dex +4 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Max.HP +21.00 ---------- misc Infravis +2 A suit of armour made of metal plates. |
Blastclamor the steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +6% lightning Res.pen +20% arcane Melee Ret 8 arcane 12 lightning ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +12% arcane Spell.save +12 (+4 eff.) A suit of armour made of metal plates. |
Blindspike (4 def, 10 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +7% acid +12% darkness +6% cold +5% arcane +12% light ---------- misc Breathe water A suit of armour made of metal plates. |
dwarven-steel shield of acid resistance (+18%) (8 def, 2 armour, 73 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +18% acid ---------- misc Talents +3 Block Handheld deflection devices. |
flaming dwarven-steel shield (8 def, 2 armour, 78.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
icy steel shield of cold resistance (+17%) (6 def, 2 armour, 41.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of lightning resistance (+17%) (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of temporal resistance (+13%) (6 def, 2 armour, 35 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% temporal ---------- misc Talents +2 Block Handheld deflection devices. |
Blastjeer the quiver of ash arrows (24/24, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 24 Ranged+ +8 lightning On Hit.r1 +12 lightning On Crit.r2 +12 lightning On Hit: * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
Lisoldatira (19/19, 20-28 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Psionic Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +12 temporal +26 physical +15 fire +8 nature On Crit.r2 +11 fire On Hit: * Slows global speed by 40% * 20 arcane resource burn * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Armunarichak' (18/18, 18-25.2 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +10.5% Capacity 18 Ranged+ +16 mind On Hit.r1 +36 mind On Crit.r2 +8 mind On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
310 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
storming pouch of iron shots (21/24, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 24 Ranged+ +8 lightning On Crit.r2 +5 lightning Shots are used with slings to pummel your foes to death. |
Earyhad [power 2] (10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +6.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% blight Apr +3 ----- def ----- Max.HP +10.00 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
defiled ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +11.00 Reveal the area around you, dispelling darkness (radius 10, power 58 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of firewall [power 145] (8 cooldown)2.0 T2 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 145 fire damage overall) Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By shura the Cornac Brawler level 16
10th Flare 122nd year of Ascendancy at 13:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By shura the Cornac Brawler level 10
9th Mirth 122nd year of Ascendancy at 14:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By shura the Cornac Brawler level 20
9th Dusk 122nd year of Ascendancy at 13:19 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By shura the Cornac Brawler level 18
5th Dusk 122nd year of Ascendancy at 03:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By shura the Cornac Brawler level 16
9th Flare 122nd year of Ascendancy at 04:08 see stats
Log
Something hits shura for (15 resist armour), 145 blight (145 total damage).
shura receives 41 healing.
Decrepitude Disease from Elven blood mage hits shura for (15 resist armour), 8 blight (8 total damage).
Shura shrugs off the effect 'Poison'!
Poison spore's poison area effect hits shura for (15 resist armour), 2 nature (2 total damage).
Shura prepares to block incoming attacks.
Shura speeds up.
Something receives 125 healing from shura.
Elven blood mage's Blood Grasp hits shura for (15 resist armour), 238 blight (238 total damage).
shura receives 41 healing.
Decrepitude Disease from Elven blood mage hits shura for (15 resist armour), 8 blight (8 total damage).
Shura slows down.
shura misses Something.
shura hits Something for 105 physical, 13 acid (117 total damage).
Shura shrugs off the effect 'Poison'!
Poison spore's poison area effect hits shura for (15 resist armour), 2 nature (2 total damage).
Shura speeds up.
Shura uses Evasion.
Shura tries to evade attacks.
Shura slows down.
Shura uses Infusion: Wild.
Shura is free from the decrepitude disease.
Shura is cured!
Shura lessens the pain.
Shura uses Infusion: Regeneration.
Shura starts regenerating health quickly.
Saving game...
































































































































