
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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 | Female |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 28 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Voralaith the dozing great wolf at level 10 on the 10th Mirth 122nd year of Ascendancy at 09:54 0 / 6Killed by Aerussra the gigantic gravity worm at level 21 on the 3rd Regrowth 123rd year of Ascendancy at 01:47 Killed by Aerussra the gigantic gravity worm at level 21 on the 3rd Regrowth 123rd year of Ascendancy at 03:24 Killed by Eilinildatta the giant netherworm at level 24 on the 14th Regrowth 123rd year of Ascendancy at 03:04 Killed by Bethuwyn the great wolf at level 28 on the 63rd Regrowth 123rd year of Ascendancy at 17:35 Killed by Adyrayara the great wolf at level 28 on the 64th Regrowth 123rd year of Ascendancy at 02:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 15) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 92 (base 60) |
| Cunning | 75 (base 50) |
Resources
| Life | 1266/1266 |
| Equilibrium | 0 |
| Healing Factor | 1.2760311219417 |
| Regeneration | 23.664471628918 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | -52.463349891163% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 63 |
| Crit Chance | 27% |
| APR | 18 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 63 |
| Crit Chance | 27% |
| APR | 32 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 43% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +13% |
| Physical | +13% |
| Cold | +28% |
| All | +5% |
| Lightning | +13% |
| Light | +15% |
| Mind | +11% |
| Darkness | +13% |
| Fire | +23% |
| Nature | +37% |
Offense: Damage Penetration
| Acid | +12% |
| Blight | +12% |
| Physical | +17% |
| Cold | +12% |
| Darkness | +27% |
| Light | +5% |
| Lightning | +12% |
| Mind | +10% |
| Fire | +22% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 17.999999999999 (38.594633868923%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 5.9238052216851 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 35%( 70%) |
| All | 0%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Confusion Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -459 life. The duration and life will increase by 1% for every 1% life you have lost (currently 459 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Increases defense by 8. Mobile Defense |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the repented thief from death by Zubyselle the giant yellow ant. Escort: repented thief (level 4 of Old Forest) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 75. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice wyrm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of faeros ash. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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 | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Amelin (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% defense ------ Armor +3 Fatigue +3% Resistance +12% lightning +9% cold +5% arcane Unlife -60.00 life Confus Resist +20% other ------- Breathe water A cap made of leather. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil offense ------ Mind Crit +12% Mindpower +10 (+2 eff.) Damage +20% nature Ignore resists +20% nature defense ------ Armor +5 Defense +4 (+1 eff.) Spell save +10 (+5 eff.) Life +80.00 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | steel torque of mindblast [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 166 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tundrabloom0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +10 Cun +5 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +7 (+1 eff.) Damage +5% all Accuracy +7 (+3 eff.) When Hit 10 cold defense ------ Defense +8 (+3 eff.) Resistance +6% temporal Rings make your fingers look great! |
| On fingers | steel ring 'Growwell'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Wil offense ------ Ignore resists +10% mind defense ------ Resistance +13% nature +6% blight Mind save +15 (+5 eff.) Poison Resist +10% Disease Resist +12% Confus Resist +22% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Around waist | rough leather belt 'Eclipsevice'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Cun +2 Con offense ------ Ignore resists +15% darkness +5% physical Against +17% Summoned Accuracy +5 (+2 eff.) defense ------ Resist Against +18% Summoned Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | absorbing pulsing mindstar of resolve (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Resistance +10% lightning +13% fire +9% cold Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
| Cloak | linen cloak 'Myhor' (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% mind defense ------ Defense +8 (+3 eff.) Resistance +6% lightning +6% light Physical save +5 (+2 eff.) Life +60.00 Stun Resist +10% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Porutira the Glarestriker (9 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +5% light defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +24% blight +12% darkness +6% lightning Life +84.00 Life Regen +4.00 Healmod +13% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 119; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 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. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 711%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 14; resist 17%; move 39%; dur 5; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 17% all resistance, you move 39% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.11 Max mana +22.00 Amulets make your neck look great! |
restful copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +7 See Invis +6 Rings make your fingers look great! |
warrior's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% acid defense ------ Armor +4 Resistance +22% acid Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life +27.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life Regen +1.00 Stun Resist +26% Rings make your fingers look great! |
mule's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 38 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 38 defense ------ Fatigue -6% other ------- Encumbrance +21 Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
solipsist's gold ring of fire (+20%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+1 eff.) Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
greater yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% physical +20% temporal +20% darkness +20% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe of vileness (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steel greatsword of crippling (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed swords. |
blazebringer's blue-steel trident (20-32 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego+] Nature Weapon Damage 20.0 - 32.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +27 fire While equipped: offense ------ Global Speed +4% Ignore resists +16% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking steel longsword of shearing (12-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical +5% all Accuracy +14 (+5 eff.) Ignore Armor +12 Sharp, long, and deadly. |
dwarven-steel dagger of rage (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +12 (+5 eff.) Sharp, short and deadly. |
stralite dagger of evisceration (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+3 eff.) Sharp, short and deadly. |
Elenodugar the Plaguefiend (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +12 physical While equipped: Stats +5 Mag offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 6 mind 6 darkness Damage +4% mind +5% darkness When Hit 4 nature defense ------ Resistance +9% nature Physical save +3 (+1 eff.) other ------- 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. |
horrifying thorny mindstar of balance (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 7 mind 9 darkness Damage +3% mind +4% darkness defense ------ Physical save +2 (+1 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) other ------- EQ when Hit +1.20 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. |
nature's thorny mindstar of storms (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +1 Con offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 4 lightning Damage +9% lightning +4% nature Ignore resists +7% lightning defense ------ Resistance +8% lightning +3% blight Disease Resist +11% other ------- 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. |
hateful pulsing mindstar of flames (13-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +7% On-Hit 12 fire Damage +7% fire +5% mind +7% darkness Ignore resists +5% fire +7% mind +8% darkness defense ------ Resistance +8% fire other ------- Max hate +5.00 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. |
balanced dwarven-steel steamsaw of resistance (20-30 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +47 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +4 Defense +13 (+4 eff.) Fatigue +8% Resistance +8% acid +5% fire +6% lightning +8% cold Disarm Resist +36% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
corrosive dwarven-steel steamsaw of crushing (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam When used to Attack: Weapon Damage 7.0 - 7.7 Physical Uses On-hit +11 acid On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) When Hit: * 10% chance to reduce armor by 13% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +13% acid other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +8 Str +9 Dex +12 Mag +6 Wil +8 Cun +5 Con Longbows are used to shoot arrows at your foes. |
self-loading quiver of ash arrows of accuracy (21/21, 20-27 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +7 Critical Rate +1.5% Capacity 21 Auto Reload 3 Arrows are used with bows to pierce your foes to death. |
reinforced iron shield of lightning resistance (+16%) (0 def, 4 armour, 9-11 power, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +48 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
Polagaba (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +11 Con offense ------ Critical power +20.00% Damage +13% lightning Ignore resists +10% physical Ignore Armor +2 defense ------ Resistance +19% lightning +9% all other ------- Stamina/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of time (+16%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +16% temporal defense ------ Resistance +11% all +16% temporal other ------- Mana/turn +0.22 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+3 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cleansing hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +18% acid +13% nature +11% blight A suit of armour made of leather. |
marauder's hardened leather armour of command (16 def, 9 armour)9.0 Encumbrance T3 light armor [Ego++] Master/Psionic While equipped: Stats +4 Str +6 Dex +2 Cun defense ------ Armor +9 Defense +16 (+5 eff.) Fatigue +8% Physical save +8 (+4 eff.) Mind save +15 (+5 eff.) A suit of armour made of leather. |
rejuvenating reinforced leather armour of delving (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature/Master While equipped: Stats +6 Str defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +13% darkness +8% physical Life Regen +2.70 other ------- Stamina/turn +0.90 Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Polimira (2 def, 19 armour)14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Physical Power +10 (+4 eff.) Spellpower/crit +4 Accuracy +10 (+4 eff.) defense ------ Armor +19 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +9% cold other ------- Stamina/turn +3.00 Mana/turn +0.16 Vim-on-crit +2.00 Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +14 (+7 eff.) Mind save +13 (+4 eff.) A suit of armour made of mail. |
Gilazor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) When Hit 4 mind defense ------ Resistance +12% cold +12% fire Spell save +6 (+3 eff.) Life +80.00 Healmod +20% Pinning Resist +20% other ------- Size +1 A belt that goes around your waist. |
Layoyanor the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -5% Resistance +6% blight +3% darkness +9% acid Physical save +6 (+3 eff.) Life +36.00 Disease Resist +10% Silence Resist +10% Disarm Resist +20% Knockbk Resist +20% other ------- Stamina/turn +0.30 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 13 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Wildvengeance' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +4 Mag +3 Wil +3 Cun offense ------ Damage +6% nature defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+2 eff.) other ------- Infravision +2 See Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layilerin (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +17 (+6 eff.) When Hit 2 arcane defense ------ Armor +4 Fatigue +3% Resistance +3% blight Disease Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Con defense ------ Armor +2 Physical save +15 (+7 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Disarm Resist +25% Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 36 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of the starseeker (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +3 Mag defense ------ Armor +2 Resistance +7% light +7% darkness Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +25.00 Infravision +1 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +13 light +19 darkness On Hit: 10% Nightmare 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 30.40 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of archery (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +6 (+3 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +2.0% Attack Speed 83% On Hit: 15% Perfect Strike 1 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 2 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Heatripper' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag +4 Con offense ------ Damage +11% fire Ignore resists +10% fire defense ------ Defense +1 (+0 eff.) Resistance +16% fire Crit Resistance 15.00% other ------- Light +2 A pointy cloth hat, very wizardly... |
hardened leather cap 'Blazevagrant' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +2 Dex +3 Wil +3 Cun offense ------ Damage +21% lightning Ignore resists +5% darkness +15% lightning Ignore Armor +4 On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Armor +3 Fatigue +3% Mind save +8 (+3 eff.) other ------- Light +2 A cap made of leather. |
agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
360 alchemist agate0.0 Encumbrance 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. |
Guvena the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Ignore resists +25% acid On-Hit (Melee): * 10% chance to reduce armor by 13% other ------- Light +3 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kroggymic the Krog Wyrmic level 25
14th Regrowth 123rd year of Ascendancy at 18:17 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Kroggymic the Krog Wyrmic level 16
39th Dusk 122nd year of Ascendancy at 18:12 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kroggymic the Krog Wyrmic level 16
13rd Dusk 122nd year of Ascendancy at 01:54 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Kroggymic the Krog Wyrmic level 27
62nd Regrowth 123rd year of Ascendancy at 19:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kroggymic the Krog Wyrmic level 23
10th Regrowth 123rd year of Ascendancy at 01:29 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 Kroggymic the Krog Wyrmic level 25
14th Regrowth 123rd year of Ascendancy at 17:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kroggymic the Krog Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 16:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kroggymic the Krog Wyrmic level 20
1st Regrowth 123rd year of Ascendancy at 01:11 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Kroggymic the Krog Wyrmic level 19
37th Haze 122nd year of Ascendancy at 00:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Kroggymic the Krog Wyrmic level 22
8th Regrowth 123rd year of Ascendancy at 12:05 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Kroggymic the Krog Wyrmic level 25
14th Regrowth 123rd year of Ascendancy at 18:17 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Kroggymic the Krog Wyrmic level 20
1st Regrowth 123rd year of Ascendancy at 10:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kroggymic the Krog Wyrmic level 8
2nd Mirth 122nd year of Ascendancy at 04:51 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kroggymic the Krog Wyrmic level 25
14th Regrowth 123rd year of Ascendancy at 18:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Kroggymic the Krog Wyrmic level 23
11st Regrowth 123rd year of Ascendancy at 17:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kroggymic the Krog Wyrmic level 15
9th Flare 122nd year of Ascendancy at 07:26 see stats
Log
Melee retaliation hits Ce'Niriavena the rogue for 32 cold damage.
Ce'Niriavena the rogue's Beyond the Flesh hits Kroggymic for 107 physical, 5 darkness, 19 physical (131 total damage).
Kroggymic is no longer attuned.
Talent Nature's Equilibrium is ready to use.
Melee retaliation hits Ce'Niriavena the rogue for 32 cold, 32 cold (64 total damage).
Ce'Niriavena the rogue hits Kroggymic for 44 physical, 5 darkness, 19 physical, 35 physical, 5 darkness, 19 physical, 14 lightning (139 total damage).
Kroggymic uses Static Field.
Adyrayara the great wolf is caught in the static field!
Ce'Niriavena the rogue is caught in the static field!
Kroggymic hits Adyrayara the great wolf for 75 lightning, 108 STATIC (183 total damage).
Kroggymic hits Ce'Niriavena the rogue for 67 lightning, 40 STATIC (106 total damage).
Ce'Niriavena the rogue's Beyond the Flesh performs a melee critical strike against Kroggymic!
Kroggymic attunes to the damage.
Adyrayara the great wolf uses Dual Strike.
Kroggymic resists the stunning strike!
Adyrayara the great wolf strikes Kroggymic with hidden blades!
Adyrayara the great wolf performs a melee critical strike against Kroggymic!
Kroggymic starts to bleed.
Kroggymic's Bellowing Roar is disrupted by her wounds!
Adyrayara the great wolf hits Kroggymic for 110 physical, 17 physical, 140 physical (266 total damage).
Melee retaliation hits Adyrayara the great wolf for 36 cold, 36 cold, 36 cold (109 total damage).
Melee retaliation hits Ce'Niriavena the rogue for 32 cold damage.
Ce'Niriavena the rogue receives 48 healing from Blood Splash.
Ce'Niriavena the rogue's Beyond the Flesh hits Kroggymic for 164 physical, 6 darkness, 16 physical (186 total damage).
Kroggymic the level 28 krog wyrmic was dissected to death by Adyrayara the great wolf on level 4 of Daikara.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Niriavena the rogue's Beyond the Flesh killed Kroggymic!



































































































































