










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Tougher Escorts 1.7.4Sets 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. Inferno Race Pack 1.7.0Adds a collection of my races. 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: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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. 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:
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:
Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Anorithil |
| Level / Exp | 25 / 73% |
| Size | big |
| Lifes / Deaths | Killed by Eligalaith the copperhead snake at level 5 on the 77th Pyre 122nd year of Ascendancy at 19:21 4 / 2Killed by Geda the elder vampire at level 24 on the 41st Dusk 122nd year of Ascendancy at 16:36 |
Primary Stats
| Strength | 41 (base 20) |
| Dexterity | 27 (base 20) |
| Constitution | 63 (base 55) |
| Magic | 85 (base 55) |
| Willpower | 25 (base 10) |
| Cunning | 87 (base 55) |
Resources
| Life | 2284/2284 |
| Positive | 272/358 |
| Negative | 328/328 |
| Healing Factor | 1.614619213451 |
| Regeneration | 23.008323791677 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +77% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 101.13486042099 |
| See Invisible | 131.13486042099 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 32 |
| Crit Chance | 39% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +31% |
| Cold | +35% |
| All | 0% |
| Lightning | +21% |
| Light | +61% |
| Darkness | +59% |
| Fire | +38% |
| Mind | +9% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +52% |
| Blight | +5% |
| Darkness | 0% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 8 (65.783252930742%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 64 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 70%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 60%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Blind Resistance | 69% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 122 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 Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 118 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 79 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. |
Class Talents
| Celestial / Circles | 2.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Glyphs | 1.50 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Sunlight | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Twilight | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Hymns | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 2.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Celestial / Chants | 2.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Searing Sight |
| talent | Corona |
| talent | Glyphs |
| talent | Hymn of Detection |
| talent | Chant of Resistance |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 failed to protect the injured seer from death by Anorthall. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Eilinethra the wolf. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Infested Ruins. Escort: lost tinker (level 1 of Infested Ruins)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of elder vampire blood. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of squid ink. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Shimmertorrent the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Cun +3 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Max.HP +41.00 ---------- misc Light +3 Infravis +1 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 | Sunwind (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: Stats +4 Str +3 Mag +5 Wil +8 Lck dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +4% Phys.pwr +8 (+3 eff.) Res.pen +10% fire ----- def ----- Armour +3 Fatigue +3% Resists +10% cold +7% physical Phys.save +7 (+3 eff.) ---------- misc See.Invis +12 Breathe water A cap made of leather. |
| Tool | dwarven-steel pickaxe 'Dazzlewish' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% light ----- def ----- Defense +10 (+3 eff.) Resists +7% fire +7% darkness +3% physical Poison- +20% Stun/Frz- +20% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% acid Acc +10 (+5 eff.) ----- def ----- Resists +24% acid Phys.save +3 (+1 eff.) Max.HP +111.00 HP.reg +14.00 Heal.mod +27% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Shinepassion0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% light +9% blight Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Defense +8 (+2 eff.) Fatigue -5% ---------- misc Max.enc +25 Rings make your fingers look great! |
| Around waist | Strikemaster1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +7% Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Melee Ret 6 lightning ----- def ----- Phys.save +9 (+3 eff.) Die.at -40.00 life A belt that goes around your waist. |
| In main hand | ash vilestaff 'Ravenlord' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +47.00% Spell.pwr +14 (+3 eff.) Melee+ 37 fire Dmg.mod +15% lightning +21% darkness ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 12 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | cashmere cloak 'Bloomlash' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +3 Cun +5 Con dps ---------- Mind.crit +5% Dmg.mod +9% mind Res.pen +15% nature ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+3 eff.) Max.HP +60.00 ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion (heal 52; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 then cleanse 1 wound, poison, and disease effect. 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 211; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 211 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. |
healing infusion of the warrior (heal 149; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 386; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 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. |
regeneration infusion of the wizard (heal 569; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 569 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 nature talent. |
wild infusion of the duelist (res 27%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 30%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 20; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 487; dur 7; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 487 damage for 7 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 269; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 269 damage for 5 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. |
teleportation rune of the warrior (range 74; 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 Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. 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. |
Adomira the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 39% Amulets make your neck look great! |
Glyth0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +10% lightning +6% physical +3% light +6% temporal Mind.save +5 (+2 eff.) Silence- +10% Confus- +14% Stun/Frz- +24% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Sleetblack the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Melee Ret 6 nature 4 fire On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +12% lightning +9% cold Stun/Frz- +20% Amulets make your neck look great! |
copper amulet of mastery (0.11 Celestial / Light)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Celestial/Light Amulets make your neck look great! |
stabilizing steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +24% Amulets make your neck look great! |
Rimetrail0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Defense +4 (+1 eff.) Resists +6% acid Max.HP +23.00 HP.reg +2.00 Disarm- +25% Pinning- +21% Stun/Frz- +22% Knockbk- +23% Rings make your fingers look great! |
steel ring 'Gloomwither'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical Acc +10 (+5 eff.) ----- def ----- Resists +9% darkness Mind.save +8 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of crippling (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed battleaxes. |
chilling steel dagger of paradox (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 cold +10 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
balanced steel greatmaul of daylight (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +16% Undead While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +35% Massive two-handed mauls. |
Xanuda the steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature 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.r2 +19 lightning +16 cold While equipped: dps ---------- Mov.spd +43% Res.pen +16% lightning +13% cold ----- def ----- Armour +8 Resists +15% nature +6% acid Die.at -80.00 life Max.HP +80.00 Massive two-handed swords. |
dwarven-steel greatsword of rage (40-63 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 39.5 - 63.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +12% physical Acc +7 (+3 eff.) Massive two-handed swords. |
flaming dwarven-steel greatsword of crippling (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
flaming steel greatsword of rage (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +9 (+4 eff.) Massive two-handed swords. |
Aluvor4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +9.0% Acc +9 (+4 eff.) ----- def ----- Resists +3% acid +5% arcane +6% blight Phys.save +12 (+4 eff.) Mind.save +18 (+9 eff.) Blind- +20% Longbows are used to shoot arrows at your foes. |
Moldspawn the dwarven-steel mace (32-46 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce armor by 39% ----- def ----- Resists +12% acid Blunt and deadly. |
caller's thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +10% acid +6% fire +7% cold +6% physical Res.pen +2% acid +3% fire +4% cold +3% physical ----- def ----- Heal/summ +20 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering thorny mindstar of gales (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning +6% cold +7% physical ----- def ----- Defense +10 (+3 eff.) Pinning- +15% ---------- misc Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 77.83 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 16 cooldown 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. |
thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Borirokan the yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ----- def ----- Armour +6 Hardiness +5% Defense +16 (+5 eff.) Phys.save +4 (+2 eff.) Anom.red +15 ---------- misc Light +7 See.Invis +6 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.5 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 208.31 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Camelerek the Chargevagrant (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master 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 +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +9% lightning +3% fire +10% darkness Res.pen +5% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Porusera (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +44 (+11 eff.) Dmg.mod +15% cold ----- def ----- Armour +10 Defense +25 (+8 eff.) Resists +9% fire Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ravenweeper the elm vilestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master 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: Stats +3 Str +3 Mag +1 Wil dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+0 eff.) Dmg.mod +3% darkness +10% fire Res.pen +5% darkness ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elm magestaff of breaching (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego++] 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 +7% Spell.pwr +6 (+1 eff.) Dmg.mod +10% fire Res.pen +5% fire ---------- misc Vim/s.crit +2.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elm magestaff of breaching (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego++] 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 +1% Spell.pwr +7 (+1 eff.) Dmg.mod +10% lightning +10% cold +10% arcane +10% fire Res.pen +5% lightning +5% cold +5% arcane +5% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Dimguile' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +18 (+4 eff.) Dmg.mod +12% mind +20% fire Res.pen +15% darkness +15% mind Phasing +19% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +10% ---------- misc Max.mana +60.00 Talents +1 Command Staff On Spell Hit: 10% Impending Doom 2 Staves designed for wielders of magic, by the greats of the art. |
caustic iron steamgun of enduring4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +8 acid +7 nature Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +8% acid +7% nature Apr +6 ----- def ----- Max.HP +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +16 lightning Uses 2.0 Steam While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of tinkering (+3)4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Steampwr +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Ranged+ +8 acid Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Dmg.mod +11% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron waraxe of enduring (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +19.00 One-handed war axes. |
Glimira the Tidepyre1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold ----- def ----- Resists +3% cold Phys.save +7 (+3 eff.) ---------- misc Light +1 Infravis +2 See.Invis +9 A belt that goes around your waist. |
Ulfaregochak1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +3% nature +9% temporal Max.HP +31.00 ---------- misc Light +1 A belt that goes around your waist. |
Elirelle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Defense +1 (+0 eff.) Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthygaromikhad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +3 Cun ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Light +1 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +44.00 A stylish kruk-style cloak, to look awesome. |
thick linen cloak of the voidstalker (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% temporal +11% darkness +12% cold Def/telep +12 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Nightraven (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Cun +2 Str dps ---------- Crit.mult +11.00% Res.pen +10% light +20% physical Acc +15 (+6 eff.) ----- def ----- Resists +9% darkness +7% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% all Phys.save +15 (+5 eff.) Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% all Poison- +25% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown 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 'Haryroddazor' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +3% mind ---------- misc Equi/ret +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Chekath the linen wizard hat (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Dmg.mod +6% mind Res.pen +5% acid Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Die.at -40.00 life ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Pitchdeath (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.crit +5% Crit.mult +10.00% Dmg.mod +12% darkness ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness +5% arcane ---------- misc Mana/turn +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pyrequick the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Wil +3 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) ---------- misc Hate/m.crit +3.00 A cap made of leather. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating cashmere wizard hat of corrosion (+24%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +16% acid ----- def ----- Defense +2 (+0 eff.) Resists +24% acid +7% cold +7% fire A pointy cloth hat, very wizardly... |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +14 (+7 eff.) A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% cold +10% light +11% darkness A suit of armour made of mail. |
Nightobsidian (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +20.00 ---------- misc Infravis +3 See.Invis +15 A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +43.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
prismatic hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% mind +13% light +11% darkness Mind.save +12 (+6 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +39.00 HP.reg +6.50 Heal.mod +12% ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
troll-hide reinforced leather armour of the deep (12 def, 8 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +8% Resists +9% acid +8% cold Max.HP +47.00 HP.reg +5.90 Heal.mod +16% ---------- misc Breathe water A suit of armour made of leather. |
7 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. |
248 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
4 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. |
Gunugotir the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% blight Res.pen +5% blight +10% temporal Melee Ret 2 blight ----- def ----- Resists +6% temporal ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
10 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. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 16 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 160 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. |
barbed pouch of dwarven-steel shots of erosion (11/15, 40-48 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Master Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 15 Ranged+ +6 nature On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots (13/13, 27-32 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 13 Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of erosion (24/24, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Ranged+ +7 nature +10 cold On Crit.r2 +7 cold 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. |
ash wand of shielding 'Eilinildana' [power 218] (16 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Spell.save +15 (+4 eff.) Confus- +20% Teleport- +20% Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
10 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. |
7 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. |
7 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 (Insane (Adventure) difficulty)
Killed 1000 creatures.By Anorthall the Ogre Anorithil level 21
28th Dusk 122nd year of Ascendancy at 00:50 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anorthall the Ogre Anorithil level 23
34th Dusk 122nd year of Ascendancy at 00:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Anorthall the Ogre Anorithil level 22
29th Dusk 122nd year of Ascendancy at 06:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Anorthall the Ogre Anorithil level 10
8th Flare 122nd year of Ascendancy at 04:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Anorthall the Ogre Anorithil level 20
24th Dusk 122nd year of Ascendancy at 12:36 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Anorthall the Ogre Anorithil level 19
24th Dusk 122nd year of Ascendancy at 04:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Anorthall the Ogre Anorithil level 12
2nd Dusk 122nd year of Ascendancy at 23:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Anorthall the Ogre Anorithil level 24
41st Dusk 122nd year of Ascendancy at 16:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Anorthall the Ogre Anorithil level 8
3rd Flare 122nd year of Ascendancy at 17:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Anorthall the Ogre Anorithil level 14
6th Dusk 122nd year of Ascendancy at 10:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Anorthall the Ogre Anorithil level 21
27th Dusk 122nd year of Ascendancy at 00:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Anorthall the Ogre Anorithil level 15
10th Dusk 122nd year of Ascendancy at 13:50 see stats
Log
Anorthall casts Barrier.
A shield forms around Anorthall.
The shield around Anorthall crumbles.
Talent Barrier is ready to use.
There is a way to the next level here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
There is a way to the previous level here (press '' or right click to use).
Ran for 70 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Ran for 70 turns (stop reason: at exit).
Anorthall deactivates Hymn of Detection.
Anorthall activates Hymn of Detection.
Anorthall deactivates Searing Sight.
Anorthall activates Searing Sight.
Anorthall deactivates Corona.
Anorthall activates Corona.
Anorthall deactivates Hymn Nocturnalist.
Anorthall activates Hymn Nocturnalist.
Anorthall deactivates Glyphs.
Anorthall activates Glyphs.
Anorthall deactivates Chant of Resistance.
Anorthall activates Chant of Resistance.
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Anorthall vanishes from sight.




































































































































