











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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. Ashes of Urh'Rok 1.6.7Official 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:
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: Embers of Rage 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Forbidden Cults 1.6.7Official 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 | Cornac |
| Class | Archer |
| Level / Exp | 19 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrylemina the poison ivy at level 10 on the 10th Mirth 122nd year of Ascendancy at 03:40 1 / 4Killed by Xerolle the blue jelly at level 18 on the 59th Dusk 122nd year of Ascendancy at 09:18 Killed by Zubunne the minotaur at level 18 on the 62nd Dusk 122nd year of Ascendancy at 18:40 Killed by Lisariwe the minotaur at level 19 on the 63rd Dusk 122nd year of Ascendancy at 12:11 |
Primary Stats
| Strength | 38 (base 37) |
| Dexterity | 53 (base 47) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 16 (base 12) |
Resources
| Life | 524/524 |
| Stamina | 194/194 |
| Healing Factor | 1.1814285714285 |
| Regeneration | 2.5400714285714 |
Speed
| Mental | +8.8817841970013E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 55 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Cold | +21% |
| Nature | +5% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 19 (62.811550151976%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 23 |
| Mental Save | 19 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 30%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 18%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 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: 10 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
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 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. 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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. 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 minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | Cyroba the Burnbreak (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +3% lightning +3% fire +3% blight Stealth +7 Die.at -40.00 life Blind- +20% A pair of boots made of leather. |
| Quiver | psychokinetic quiver of elm arrows of wind (20/20, 110% power, 5 apr)3.0 T1 arrow ammo [Ego+] Nature/Psionic Power 110% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Proj.spd +200% Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Snowsun (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% cold ----- def ----- Resists +1% physical Stun/Frz- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.46 cold and 10.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | savior's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Main armor | linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +7% all Max.HP +48.00 HP.reg +1.90 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Betholle the linen cloak (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +1 (+0 eff.) Apr +2 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +16 (+5 eff.) Fatigue -3% ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hathedig0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% physical ----- def ----- Resists +12% light +11% darkness Spell.save +9 (+4 eff.) Die.at -60.00 life Blind- +21% Teleport- +10% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 60; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 60 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 27%; mental; dur 3; 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 mental effect and reduce all damage taken by 27% for 3 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 19%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
wild infusion of the warrior (res 23%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random mental effect and reduce all damage taken by 23% 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. Press to compare to your current inscriptions |
cleansing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
copper amulet 'Gilosadig'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% physical ----- def ----- Resists +1% physical Amulets can have magical properties. |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets can have magical properties. |
Urasahell the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+3 eff.) Res.pen +15% physical Apr +2 Melee Ret 2 physical ---------- misc Max.stam +10.00 Rings can have magical properties. |
copper ring 'Manirahek'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +3% temporal Melee Ret 8 mind ----- def ----- Mind.save +3 (+2 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+3 eff.) Rings can have magical properties. |
savior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +9 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. |
Xadheth the Blazegash (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +17 (+13 eff.) S.pwr/crit +4 Dmg.mod +15% fire Res.pen +10% blight Melee Ret 6 blight 8 fire ---------- misc Mana/turn +0.24 Max.mana +48.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of breaching (129% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+11 eff.) Dmg.mod +25% fire Res.pen +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nerisebeth (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +27 fire On Hit: * 10% chance to slow global speed by 39% While equipped: dps ---------- All.spd +6% Res.pen +16% fire On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +9% acid +3% nature +3% darkness +3% light Massive two-handed battleaxes. |
plaguebringer's steel greatsword of daylight (127% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 blight +12 light Against +7% Undead On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +14% Massive two-handed swords. |
arcing iron longsword of rage (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Arcane/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +5 (+1 eff.) Sharp, long, and deadly. |
Ulfysakan the Ravenwend (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 acid +14 cold +10 temporal On Hit.r1 +4 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Resists +8% temporal One-handed war axes. |
dwarven-steel waraxe of evisceration (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) One-handed war axes. |
acidic steel dagger of paradox (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 108% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 temporal On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
arcing dwarven-steel dagger of the mystic (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +5 (+5 eff.) Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (124% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 124% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +23% Sharp, short and deadly. |
manaburning dwarven-steel dagger of massacre (129% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt/Master Power 130% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, short and deadly. |
horrifying mossy mindstar of life (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +11.00 HP.reg +0.60 ---------- misc 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 mossy mindstar of balance (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) Disease- +10% ---------- misc Equi/ret +0.60 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. |
acidic steel steamsaw (108% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam When used to Attack: On Hit: * 12% chance to reduce armor by 15% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
acidic steel steamsaw of erosion (109% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +6 nature Uses 1.0 Steam When used to Attack: On Hit: * 13% chance to reduce armor by 15% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
overgrown steel steamgun of enduring4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +10.00 HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming quiver of ash arrows of daylight (21/21, 118% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 119% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +9 light Against +11% Undead On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
Sunwisp the pouch of steel shots (13/16, 122% power, 6 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.5% Capacity 16 Proj.spd +200% Ranged+ +11 lightning +7 nature +12 light +8 arcane On Hit.r1 +4 arcane +4 light On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (22/22, 118% power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Shots are used with slings to pummel your foes to death. |
icy steel shield of fire resistance (+15%) (0 def, 4 armour, 100% power, 40 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 While equipped: dps ---------- Melee+ 8 cold Melee Ret 1 ice ----- def ----- Armour +4 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of cold resistance (+17%) (0 def, 8 armour, 100% power, 111 block)7.0 T3 shield armor [Ego] Master When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +111 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven cashmere robe of protection (4 def, 4 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +11% all Phys.save +15 (+8 eff.) Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskvile the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +3% physical Res.pen +15% darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% cold A suit of armour made of leather. |
prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +13% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% acid HP.reg +2.40 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% acid HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% darkness +8% physical ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Govena the Blindhack (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +6% light +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +16% blight +16% darkness Mind.save +11 (+6 eff.) Max.HP +27.00 HP.reg +1.00 Heal.mod +13% ---------- misc Light +2 A suit of armour made of mail. |
Khelilach the Flashsnake (2 def, 8 armour)14.0 T2 heavy armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +12% Resists +5% acid +5% cold +6% mind Mind.save +10 (+5 eff.) HP.reg +3.10 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 13 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
steel mail armour 'Islonne' (19 def, 12 armour)14.0 T2 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +12 Defense +19 (+6 eff.) Fatigue +12% Resists +14% blight +12% fire +14% darkness +6% mind Mind.save +23 (+12 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 16 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Hanilatharain the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Mag +2 Wil +1 Cun +1 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Infravis +2 Size +1 A belt that goes around your waist. |
Pitchvile1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Spell.save +6 (+3 eff.) Knockbk- +10% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
cleansing hardened leather belt1.0 T3 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +8% acid +7% blight A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Scabransom (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature Melee Ret 2 nature ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunsage (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Con dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +1 Infravis +1 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hazegrind' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Con dps ---------- Mind.pwr +30 (+15 eff.) Dmg.mod +3% cold ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tainthunter the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +18% acid Melee Ret 4 nature ----- def ----- Defense +2 (+0 eff.) Resists +9% nature +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galeshaper the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +1 Resists +6% nature +3% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Knockbk- +10% A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
Relguhell (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Apr +3 Melee Ret 8 physical ----- def ----- Armour +3 Resists +8% fire +9% cold Crit.dmg- 15.00% ---------- misc Light +3 A pair of boots made of leather. |
Yvybeth the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Resists +6% acid Phys.save +6 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Pinning- +20% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +5% nature Unarmed combat: Power 126% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning Unarmed combat: Power 123% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +12.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Layumirin' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +5% mind Acc +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Fogsorrow the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Apr +1 Melee Ret 2 darkness 2 physical ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Max.stam +20.00 Breathe water A cap made of leather. |
Siluratta (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Dex +2 Con dps ---------- Dmg.mod +11% lightning Res.pen +5% acid Acc +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
cleansing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Shockbreak (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Disease- +20% Silence- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silyta the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emelynne (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +7 Dex dps ---------- Phys.crit +4.0% Dmg.mod +6% acid Res.pen +15% acid Melee Ret 4 blight ----- def ----- Armour +4 Fatigue +4% Resists +6% acid ---------- misc Max.stam +10.00 Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 136.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
5 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. |
12 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. |
3 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. |
8 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
202 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. |
Dawnwolf2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +3% light +6% fire ----- def ----- Crit.dmg- 5.00% Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
Halirig2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% mind +9% cold Poison- +20% Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Zeromidin' (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Resists +6% temporal Spell.save +3 (+1 eff.) Die.at -20.00 life Max.HP +40.00 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
iron torque of gale force [power 100] (9 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 116 physical damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
Adana the elm totem of summon tentacle [power 100] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ---------- misc Hate/m.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 112 Armor: 0 All Resist: 7 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Boltdream [power 100] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% blight Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 215 Base Damage: 102 Armor: 0 All Resist: 6 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Frozenprophet [power 95] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +15 (+5 eff.) Dmg.mod +12% cold Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 15% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 215 Base Damage: 101 Armor: 0 All Resist: 6 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (9 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of stinging [power 212] (12 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 223 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fennnamar the Cornac Archer level 12
7th Dusk 122nd year of Ascendancy at 14:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fennnamar the Cornac Archer level 10
10th Mirth 122nd year of Ascendancy at 01:24 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Fennnamar the Cornac Archer level 16
37th Dusk 122nd year of Ascendancy at 12:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Fennnamar the Cornac Archer level 18
62nd Dusk 122nd year of Ascendancy at 20:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fennnamar the Cornac Archer level 11
1st Flare 122nd year of Ascendancy at 08:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fennnamar the Cornac Archer level 11
2nd Flare 122nd year of Ascendancy at 21:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fennnamar the Cornac Archer level 16
37th Dusk 122nd year of Ascendancy at 12:15 see stats
Log
Lisariwe the minotaur hits Fennnamar for 81 lightning damage.
Talent Concealment is ready to use.
Talent Pin Down is ready to use.
Burning from Lisariwe the minotaur hits Fennnamar for 23 fire damage.
Fennnamar uses Infusion: Regeneration.
Fennnamar starts regenerating health quickly.
Fennnamar slows down.
Lisariwe the minotaur casts Chain Lightning.
Lisariwe the minotaur hits Fennnamar for 118 lightning damage.
The shield around Lisariwe the minotaur crumbles.
Burning from Lisariwe the minotaur hits Fennnamar for 23 fire damage.
Lisariwe the minotaur casts Flame.
Lisariwe the minotaur hits Fennnamar for 68 fire damage.
Lisariwe the minotaur casts Lightning.
Lisariwe the minotaur hits Fennnamar for 80 lightning damage.
Fennnamar the level 19 cornac archer was electrocuted to death by Lisariwe the minotaur on level 1 of The Maze.
You have 1 life(s) left.
Fennnamar stops regenerating health quickly.
Fennnamar deactivates Aim.
Fennnamar deactivates Intuitive Shots.
Fennnamar deactivates Precise Strikes.
Fennnamar deactivates Trained Reactions.
Fennnamar stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Lisariwe the minotaur killed Fennnamar!
Saving game...
Saving done.
















































































































