











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Skirmisher |
| Level / Exp | 20 / 48% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton magus at level 4 on the 9th Mirth 122nd year of Ascendancy at 06:41 3 / 2Killed by skeleton warrior at level 5 on the 4th Flare 122nd year of Ascendancy at 15:29 |
Primary Stats
| Strength | 74 (base 25) |
| Dexterity | 54 (base 48) |
| Constitution | 81 (base 26) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 11) |
| Cunning | 64 (base 48) |
Resources
| Life | 878/878 |
| Stamina | 134/134 |
| Healing Factor | 1.5744588596149 |
| Regeneration | 28.114047061206 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +96.377164601657% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 60.08941682549 |
| See Invisible | 60.08941682549 |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 66 |
| Crit Chance | 31% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +6% |
| Physical | +35% |
| Cold | +17% |
| All | 0% |
| Lightning | +9% |
| Mind | +15% |
| Darkness | +3% |
| Nature | +21% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +10% |
| Cold | +5% |
| Physical | +10% |
| Mind | +10% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 79.255664584414 (100%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 24 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Cold | + 51%( 70%) |
| Nature | + 60%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 46%( 70%) |
| Fire | + 46%( 70%) |
| All | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Teleport Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 63% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 395 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cunning / Poisons | 2.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Agility | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 2.10 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Buckler Training | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.70 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 2.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 2.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.70 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 2.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 2.10 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Effects
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Pace Yourself |
| talent | Leeching Poison |
| talent | Crippling Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Snowlash, stealth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +5 Cun +6 Lck dps ---------- Dmg.mod +6% physical Res.pen +5% cold ----- def ----- Armour +1 Stealth +6 ---------- misc Max.stam +10.00 A pair of boots made of leather. |
| Quiver | deadly pouch of voratun shots of accuracy (21/21, 64-77 power, 6 apr)3.0 T5 shot ammo [Ego] Master Power 64.5 - 77.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +16 Apr +6 Crit +7.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
| Light source | Chaliharaldir the brass lantern, bright2.0 T1 lite [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +6 Resists +3% acid +6% blight Confus- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Chaloledan the dwarven-steel helm, strength, precog (8 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Str +1 Dex +4 Cun +3 Con dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +22 (+5 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +4% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Morningbolt, sand, polar (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Melee+ 15 cold 11 physical Dmg.mod +6% physical +8% cold Res.pen +10% light +10% fire Melee Ret 2 light 4 fire ----- def ----- Armour +8 Fatigue +3% Resists +12% cold 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. |
| Tool | Mayuna the iron pickaxe, woodsman (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% nature +3% physical Res.pen +15% acid ----- def ----- Resists +11% nature +6% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Icebiter the copper ring, mountain0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% cold +11% physical ----- def ----- Resists +11% physical Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (111). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Zubiminn the cured leather sling, lightning, steady, mighty4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 lightning On Hit.r1 +4 blight While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% lightning +6% blight Acc +6 (+1 eff.) On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Fulisin, carrying1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Acc +5 (+1 eff.) Apr +4 Melee Ret 2 acid ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Bregodunabar the Dimbraze, resilient (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% mind +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the sneak (heal 195; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the titan (heal 247; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 247 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 394; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; mental, physical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the warrior (power 25; resist 29%; move 38%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 38% faster, and you are invisible (power 25). 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. |
manasurge rune (regen 836% over 10 turns; mana 42; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 836% for 10 turns (0 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1187% over 10 turns; mana 59; 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1187% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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 sneak (absorb 298; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 4 turns. Its effects scale with your Cunning 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 warrior (absorb 329; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 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 329 damage for 4 turns. 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. |
Aerarin the copper amulet, savior0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +5% arcane +3% nature Phys.save +10 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +10 (+5 eff.) Die.at -80.00 life Stun/Frz- +10% Amulets make your neck look great! |
Elaratha the Airwitch, cunning0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +5% darkness +15% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 16% Amulets make your neck look great! |
Halehad the Lightroar, vision0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% fire Res.pen +20% light ----- def ----- Resists +9% light +3% fire Blind- +19% ---------- misc Light +1 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Xanevena, healing0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Mag +5 Con ----- def ----- Heal.mod +16% Cut- +60% ---------- misc Light +2 Infravis +3 See.Invis +6 Heal: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous copper amulet of willpower (+5)0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +2 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Lisysenne the Galemaster, crippling, acidic, ruin (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Cun dps ---------- Phys.crit +20.0% Crit.mult +23.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Apr +12 Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 49.23 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Amulathafast, torment (19-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +20.00% Mind.pwr +25 (+10 eff.) Dmg.mod +6% mind Massive two-handed mauls. |
Voidarc, erosion (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 nature On Hit.r1 +12 darkness +8 temporal While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% darkness ----- def ----- Resists +12% darkness Massive two-handed mauls. |
acidic steel greatmaul of daylight (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 light Against +10% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
balanced dwarven-steel greatsword of evisceration (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +39% Massive two-handed swords. |
balanced iron greatsword of massacre (23-37 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +31% Massive two-handed swords. |
balanced steel greatsword of evisceration (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +31% Massive two-handed swords. |
steel greatsword 'Sparkreaper', acidic (22-35 power, 6 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +16 lightning On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +10 (+2 eff.) Resists +12% lightning Massive two-handed swords. |
steel greatsword of crippling (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed swords. |
Voidravage the elm longbow, mighty4.0 T1 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Phys.pwr +9 (+3 eff.) Apr +6 ----- def ----- Armour +4 Resists +3% darkness Longbows are used to shoot arrows at your foes. |
Isorithra, mighty4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +12 acid While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% acid +6% mind ----- def ----- Resists +3% mind +3% acid Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Chargegrit', fire4.0 T2 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: Stats +2 Mag dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +30% lightning +11% fire Res.pen +20% mind Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
elm magestaff 'Singepiety', might (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +28 (+19 eff.) Dmg.mod +9% arcane +16% fire Melee Ret 2 fire ---------- misc Mana/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of might (13-16 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+6 eff.) Dmg.mod +13% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking steel waraxe of corruption (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 While equipped: dps ---------- Res.pen +7% physical Acc +7 (+1 eff.) Apr +7 One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% 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. |
rough leather belt 'Neroba', grounding1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
Glilrawen the linen robe, life (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +9% blight +6% acid +7% all Max.HP +43.00 HP.reg +1.50 Heal.mod +10% ---------- misc Light +2 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +15% physical ----- def ----- Resists +9% all +15% physical Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starmaim, fleetfooted (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% arcane +3% temporal Res.pen +25% arcane Melee Ret 2 light ----- def ----- Armour +1 Defense +3 (+0 eff.) Resists +6% temporal A pair of boots made of leather. |
pair of iron boots 'Growthspar', traveler (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 nature ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 17 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +23% Confus- +21% Stun/Frz- +21% A pair of boots made of leather. |
Vorylle the iron gauntlets, dex (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Spell.crit +1% Dmg.mod +3% mind Res.pen +15% mind Acc +11 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.04 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. |
Flashpulverizer the iron helm, ground (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +5% Resists +7% lightning +6% temporal +6% fire ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowbender, eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Mag dps ---------- Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Crit.dmg- 15.00% Max.HP +34.00 HP.reg +2.00 Heal.mod +13% ---------- misc Light +3 A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
Tidebrawn, deep, volcanic, clarity (6 def, 13 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire Res.pen +20% cold ----- def ----- Armour +13 Defense +6 (+1 eff.) Fatigue +7% Resists +7% acid +15% physical +6% light +16% fire +7% mind +7% cold Mind.save +11 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+1 eff.) Fatigue +7% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
iron shield (0 def, 2 armour, 8-10 power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Duvagomas', resilience (0 def, 2 armour, 9-11 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +8% Resists +3% fire +6% mind +3% temporal Max.HP +41.00 ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Phlegmvalor', reinforced (0 def, 4 armour, 10-11 power, 55.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +56 Melee+ +16 nature On Hit.r1 +16 nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Armour +4 Fatigue +8% Crit.dmg- 15.00% ---------- misc Talents +1 Block Handheld deflection devices. |
15 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. |
155 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 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. |
2 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cloudsteel, survivor2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +18% lightning +6% temporal +6% nature Phys.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Strikestone the brass lantern, scorching2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +3% Dmg.mod +3% nature Res.pen +15% lightning +5% mind Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 136 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. |
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. |
Ashdredge the pouch of steel shots, crippling, acidic, psychokinetic (19/19, 23-28 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 19 Ranged+ +9 physical +12 fire On Hit.r1 +12 fire On Hit: * 10% chance to reduce armor by 16% * 20% chance to knock the target back 3 spaces and deal 137 physical damage On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Darkorder, barbed (20/20, 26-31 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 25.5 - 30.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 20 Ranged+ +8 darkness On Crit.r2 +12 acid On Hit: * 20% chance to slow global speed by 49% * 20 arcane resource burn * 10% chance to reduce damage dealt by 19% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (20/20, 13-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Murkvortex', wind (18/18, 17-20 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 17.0 - 20.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Proj.spd +200% Ranged+ +16 mind On Hit.r1 +4 mind On Crit.r2 +4 mind +8 darkness On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage Shots are used with slings to pummel your foes to death. |
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. |
Arutta, supercharged, conjure [power 155] (11 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +20 (+5 eff.) ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +1.00 Max.stam +30.00 Fire a magical bolt dealing 155 fire damage Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By MadSling the Ogre Skirmisher level 20
48th Dusk 122nd year of Ascendancy at 17:14 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By MadSling the Ogre Skirmisher level 10
10th Dusk 122nd year of Ascendancy at 01:03 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By MadSling the Ogre Skirmisher level 20
48th Dusk 122nd year of Ascendancy at 12:14 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By MadSling the Ogre Skirmisher level 19
48th Dusk 122nd year of Ascendancy at 04:35 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By MadSling the Ogre Skirmisher level 8
9th Dusk 122nd year of Ascendancy at 07:17 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By MadSling the Ogre Skirmisher level 11
10th Dusk 122nd year of Ascendancy at 19:29 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By MadSling the Ogre Skirmisher level 12
15th Dusk 122nd year of Ascendancy at 12:45 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By MadSling the Ogre Skirmisher level 13
18th Dusk 122nd year of Ascendancy at 09:39 see stats
Log
Talent Kneecapper is ready to use.
Talent Noggin Knocker is ready to use.
Talent Kill Shot is ready to use.
You pickup 0.85 gold pieces.
MadSling picks up (l.): Halehad the Lightroar, vision.
Talent Bash and Smash is ready to use.
Talent Venomous Strike is ready to use.
MadSling calms down.
There is a way to the next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Talent Ogric Wrath is ready to use.
There is a way to the previous level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).





















































































































