










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 14 / 17% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 34 (base 13) |
| Constitution | 23 (base 21) |
| Magic | 41 (base 37) |
| Willpower | 10 (base 12) |
| Cunning | 20 (base 10) |
Resources
| Life | 429/429 |
| Paradox | 300 |
| Healing Factor | 1.1599022211821 |
| Regeneration | 4.929584440024 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 17.344932627163 |
| See Invisible | 17.344932627163 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 44 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 44 |
| Crit Chance | 3% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Temporal | +4% |
| Blight | +6% |
| Darkness | +5% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 22 |
| Physical Save | 28 |
| Spell Save | 26 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 10%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 27%( 70%) |
| Darkness | + 29%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Contingency |
| talent | Temporal Hounds |
Quests
You failed to protect the lost defiler from death by Mef. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Urthizilalin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% arcane +6% cold Max.HP +20.00 Silence- +20% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Manudan2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag +2 Con ----- def ----- Resists +3% acid +2% physical Mind.save +5 (+5 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 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 | 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 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.63 to 79.89 lightning damage (53.26 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | dwarven-steel gauntlets 'Jetvile' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 4 acid 5 temporal 7 darkness 4 fire 5 lightning 5 cold Ranged+ 7 temporal Dmg.mod +6% blight +4% temporal +5% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | iron longsword 'Bolthash' (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +4 nature +12 lightning On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Dex Sharp, long, and deadly. |
| Around waist | rough leather belt 'Duskquarry'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% darkness ----- def ----- Resists +6% fire +9% darkness +6% cold ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Voruma the Pyrepiety (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Defense +6 (+3 eff.) Resists +3% acid Phys.save +5 (+2 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +5% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Growthborn the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +5% nature +25% acid ----- def ----- Armour +7 Fatigue +22% Resists +3% acid +15% fire A suit of armour made of metal plates. |
Inventory
movement infusion of the titan (speed 499%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the warrior (damage 116; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 116.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 21; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 56; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 62; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+4 eff.) Rings make your fingers look great! |
Adudhevea the Blastvice (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.5 - 13.7 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 cold On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 While equipped: ----- def ----- Resists +6% lightning +5% arcane Sharp, short and deadly. |
balanced steel dagger of erosion (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
balanced stralite dagger (27-35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +25% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of vileness (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 17 Sharp, short and deadly. |
Greenqueller (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 26.0 - 41.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 cold On Hit.r1 +4 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage * Create an explosion dealing 51 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid +15% nature Res.pen +10% acid +10% nature Massive two-handed swords. |
acidic iron greatsword of phasing (15-24 power, 11 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +11 Crit +2.5% Atk.spd 100% Phasing +16% On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Massive two-handed swords. |
balanced iron greatsword of daylight (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 18.0 - 28.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 light Against +9% Undead While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
arcing iron longsword of daylight (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +6% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Sharp, long, and deadly. |
balanced steel longsword of erosion (12-18 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 12.5 - 17.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +23% Sharp, long, and deadly. |
iron longsword (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
thought-forged iron mace (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Psionic Power 13.5 - 18.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 mind On Hit: * 12% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +1 Wil Blunt and deadly. |
creative mossy mindstar of storms (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego+] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +4 Cun +2 Con dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) Melee+ 5 lightning Dmg.mod +5% lightning Res.pen +4% lightning ----- def ----- Resists +5% lightning ---------- 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 pulsing mindstar of life (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +15.00 HP.reg +0.50 Disease- +10% ---------- 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 vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Disease- +10% ---------- 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. |
cured leather sling 'Glareking'4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid +12 light On Crit.r2 +4 light While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Phys.pwr +8 (+3 eff.) Dmg.mod +8% acid Res.pen +5% arcane Acc +6 (+2 eff.) ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
Undeathwrest the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold Melee Ret 10 nature ----- def ----- Armour +6 Hardiness +3% Phys.save +3 (+1 eff.) HP.reg +0.70 Heal.mod +10% ---------- misc Mana/turn +0.15 Max.mana +48.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (18-22 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +8 (+4 eff.) Dmg.mod +18% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of illumination (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +39.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 55.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of might (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+2 eff.) Dmg.mod +10% light ---------- misc Mana/turn +0.16 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of might (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +9 draining blight On Crit.r2 +10 acid +13 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% acid +6% nature Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: ----- def ----- Resists +7% acid +10% lightning +8% cold +7% fire +4% all Spell.save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
slime-covered steel steamsaw of fire resistance (+15%) (12-18 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: * 6% chance to slow global speed by 41% Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +15% fire ---------- 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! |
windwalling steel steamsaw of erosion (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Psionic/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Melee+ +7 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +10% physical Shield.near.proj +10 Proj.slow +13% ---------- 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! |
Branenik the Strikesaw (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +3% blight Res.pen +10% arcane Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +6% blight +7% all Max.HP +43.00 HP.reg +1.70 Heal.mod +11% ---------- misc Mana/turn +0.13 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire Mind.save +15 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of nature (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +9% all Mind.save +15 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of frost (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% cold On Melee Ret: * 4% chance to slow global speed by 41% * 4 arcane resource burn ----- def ----- Resists +9% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of the mountain (+9%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +8% lightning +17% physical +9% cold ----- def ----- Resists +9% lightning +6% cold +10% physical +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of tirelessness (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [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. |
pair of rough leather boots 'Elenigorain' (0 def, 17 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +17 Spell.save +12 (+6 eff.) Heal.mod +5% Pinning- +20% A pair of boots made of leather. |
restorative pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +1.00 Heal.mod +11% 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 iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- 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. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 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. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Offalvengeance (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% mind Res.pen +10% darkness +5% mind Acc +11 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +4% nature ----- def ----- Armour +2 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunyrak (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil +6 Cun +3 Con dps ---------- Res.pen +15% mind +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urudusakath the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane +12% blight Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +37.00 A suit of armour made of mail. |
prismatic steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +11% light +11% darkness Mind.save +11 (+11 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +11% darkness ---------- misc Light +2 A suit of armour made of mail. |
Emura the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +3% arcane Res.pen +10% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning +16% temporal +18% acid ---------- misc Max.vim +20.00 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +21.00 A suit of armour made of leather. |
rough leather armour of spell shielding (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% arcane Spell.save +11 (+5 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +38.00 HP.reg +5.80 Heal.mod +12% A suit of armour made of leather. |
Porakira the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +9% arcane +3% blight Res.pen +15% acid Phasing +20% ----- def ----- Armour +7 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
exposing iron shield (0 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 15 On Melee Ret: * 11% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield (0 def, 4 armour, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Duvydan' (0 def, 2 armour, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +3% blight +16% cold Crit.dmg- 15.00% Max.HP +80.00 ---------- misc Max.hate +2.00 Talents +1 Block Handheld deflection devices. |
quiver of elm arrows (15/15, 14-19 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
50 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bregador the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +7 Cun dps ---------- Dmg.mod +3% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Ulyvon' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil +3 Con dps ---------- Dmg.mod +5% nature +3% mind ----- def ----- Resists +11% nature +9% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Recall (1/1)2.0 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. |
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. |
Glarebraid (11/11, 12-15 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 12.5 - 15.0 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 11 Ranged+ +8 lightning On Hit.r1 +20 lightning On Crit.r2 +20 light On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Shots are used with slings to pummel your foes to death. |
blazing pouch of iron shots of amnesia (18/18, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Psionic Power 16.0 - 19.2 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +9 fire On Crit.r2 +6 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of steel shots of amnesia (17/17, 24-29 power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 24.0 - 28.8 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
overpowered iron torque of mindblast [power 135] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 135 mind damage and silencing them for 4 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Gloremina the Splendourquell [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% darkness +3% acid ---------- misc Light +3 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
8 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mef the Skeleton Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 19:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mef the Skeleton Temporal Warden level 5
2nd Mirth 122nd year of Ascendancy at 23:35 see stats
Log
Mef casts Precognition.
Resting starts...
Mef retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Precognition is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mef activates Contingency.
Mef activates Contingency.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.




















































































































