Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 22 / 94% |
Size | medium |
Lifes / Deaths | Killed by Cyruvena the large white snake at level 10 on the 5th Mirth 122nd year of Ascendancy at 08:53 0 / 6Killed by Cyruvena the large white snake at level 10 on the 5th Mirth 122nd year of Ascendancy at 09:43 Killed by Cyruvena the large white snake at level 10 on the 5th Mirth 122nd year of Ascendancy at 11:13 Killed by pitfall trap at level 19 on the 35th Dusk 122nd year of Ascendancy at 11:48 Killed by Ce'Nygavena the hornet swarm at level 20 on the 53rd Dusk 122nd year of Ascendancy at 18:44 Killed by Xutta the minotaur at level 22 on the 72nd Dusk 122nd year of Ascendancy at 19:50 |
Antimagic | Follower |
Primary Stats
Strength | 54 (base 51) |
Dexterity | 18 (base 12) |
Constitution | 58 (base 42) |
Magic | 8 (base 10) |
Willpower | 19 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -297/862 |
Stamina | 133/216 |
Steam | 60/100 |
Healing Factor | 1.6201339505268 |
Regeneration | 15.662721074916 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 62 |
Accuracy | 35 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Light | +10% |
Darkness | +18% |
Cold | +3% |
Mind | +9% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +17% |
Light | +15% |
Blight | +15% |
Darkness | +5% |
Fire | +15% |
Cold | +11% |
Defense: Base
Armour (hardiness) | 52.317011280365 (72.903125182002%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 14 |
Physical Save | 42 |
Spell Save | 48 |
Mental Save | 25 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 27%( 70%) |
Physical | + 15%( 70%) |
Cold | + 24%( 70%) |
All | + 15%( 70%) |
Darkness | + 22%( 70%) |
Light | + 40%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 43%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by bladestorm construct. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Beteganne the giant black ant. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within6 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 | Gloomwill the pair of iron boots (0 def, 3 armour) Gloomwill the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% darkness Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Braneromnir the rough leather cap (0 def, 7 armour) Braneromnir the rough leather cap (0 def, 7 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +7 Fatigue +1% Resists +6% fire Mind.save +6 (+3 eff.) Die.at -80.00 life Max.HP +40.00 A cap made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +110% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +2 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Zanigas the elm totem of stinging [power 116] (8/15 cooldown) Zanigas the elm totem of stinging [power 116] (8/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +3% acid +1% physical Max.HP +60.00 Heal.mod +5% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Blizzardwitch Blizzardwitch0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% acid +3% cold Melee Ret 4 cold ----- def ----- Resists +20% acid +6% cold ---------- misc Infravis +1 Rings make your fingers look great! |
On fingers | steel ring 'Phlegmworm' steel ring 'Phlegmworm'0.1 T2 ring jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% acid +12% fire Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +22% acid +24% fire +3% nature Phys.save +8 (+3 eff.) Rings make your fingers look great! |
Around neck | wanderer's copper amulet wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | Infernowarden (18-25 power, 4 apr) Infernowarden (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 lightning +19 cold On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Mov.spd +26% Dmg.mod +3% fire Res.pen +7% lightning +11% cold +15% blight +15% fire Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% fire Disarm- +23% One-handed war axes. |
Around waist | rough leather belt 'Stardeath' rough leather belt 'Stardeath'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Wil +4 Cun +1 Con dps ---------- Res.pen +15% light Against +18% Summoned ----- def ----- D.Red.from +18% Summoned ---------- misc Stam/turn +2.00 Max.stam +30.00 A belt that goes around your waist. |
In off hand | Umbraglean (10 def, 5 armour, 7-8 power, 39 block) Umbraglean (10 def, 5 armour, 7-8 power, 39 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +39 While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +8% Resists +17% lightning +3% acid Heal.mod +15% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Ce'Nibeth the linen cloak (1 def, 8 armour) Ce'Nibeth the linen cloak (1 def, 8 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +12% lightning +3% temporal +9% darkness Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life HP.reg +4.00 Poison- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Isluriamina' (2 def, 13 armour) steel mail armour 'Isluriamina' (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +8% Resists +11% blight +5% cold +10% nature +7% acid Phys.save +5 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Inventory
blink rune (range 4; phase 15; cd 13) blink rune (range 4; phase 15; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 titan (absorb 90; cd 14) shatter afflictions rune of the titan (absorb 90; cd 14)0.1 rune scroll [Ego] Arcane 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 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 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
conjurer's gold ring of clarity conjurer's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +29% Rings make your fingers look great! |
gold ring 'Serpentransom' gold ring 'Serpentransom'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% nature Melee Ret 2 mind ----- def ----- Armour +8 Resists +3% blight +15% temporal +3% mind +9% darkness Rings make your fingers look great! |
Gleamtickler (15-18 power, 3 apr, lightning element) Gleamtickler (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning +9% acid Res.pen +5% light ----- def ----- Armour +4 Resists +3% light +3% physical Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Lustresteel' (15-18 power, 3 apr, light element) ash starstaff 'Lustresteel' (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] 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 +2 Str +3 Con dps ---------- Phys.crit +4.0% Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light Res.pen +5% physical Acc +5 (+2 eff.) ----- def ----- Defense +12 (+6 eff.) ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 44.57 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. |
infernal ash starstaff of breaching (15-18 power, 3 apr, light element) infernal ash starstaff of breaching (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [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 +2% Crit.mult +18.00% Spell.pwr +9 (+4 eff.) Melee+ 17 fire Dmg.mod +15% light Res.pen +8% light ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glacierripper the yew vilestaff (20-24 power, 4 apr, acid element) Glacierripper the yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +9 (+4 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +20% acid +3% cold ----- def ----- Defense +8 (+4 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.08 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 44.57 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. |
short yew magestaff of fate (20-24 power, 4 apr, cold element) short yew magestaff of fate (20-24 power, 4 apr, cold element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (20-24 power, 4 apr, arcane element) yew magestaff of illumination (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 44.57 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. |
iron battleaxe 'Mayynor' (16-23 power, 1 apr) iron battleaxe 'Mayynor' (16-23 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mind.crit +5% Crit.mult +15.00% Acc +10 (+4 eff.) ----- def ----- Die.at -80.00 life Massive two-handed battleaxes. |
Scaldsaw the steel battleaxe (23-34 power, 2 apr) Scaldsaw the steel battleaxe (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +20 fire On Crit.r2 +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str dps ---------- Phys.crit +14.0% Dmg.mod +6% physical ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
arcing steel battleaxe of shearing (22-32 power, 2 apr) arcing steel battleaxe of shearing (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Res.pen +10% all Acc +10 (+4 eff.) Apr +9 Massive two-handed battleaxes. |
elemental steel battleaxe of projection (18-27 power, 2 apr) elemental steel battleaxe of projection (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +19% lightning Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Aerolarab' (33-50 power, 2 apr) dwarven-steel battleaxe 'Aerolarab' (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +8.5% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Phys.crit +4.0% Apr +4 ----- def ----- Armour +8 ---------- misc Max.psi +40.00 Massive two-handed battleaxes. |
iron greatmaul 'Ce'Nida' (18-26 power, 1 apr) iron greatmaul 'Ce'Nida' (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% acid Res.pen +10% physical +10% arcane +25% mind Phasing +30% ----- def ----- Disarm- +17% Massive two-handed mauls. |
steel greatsword of massacre (36-57 power, 2 apr) steel greatsword of massacre (36-57 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
balanced dwarven-steel greatsword (36-57 power, 2 apr) balanced dwarven-steel greatsword (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +35% Massive two-handed swords. |
truestriking dwarven-steel greatsword of evisceration (38-60 power, 2 apr) truestriking dwarven-steel greatsword of evisceration (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+4 eff.) Res.pen +10% physical Acc +12 (+5 eff.) Apr +12 Massive two-handed swords. |
dwarven-steel longsword (26-36 power, 4 apr) dwarven-steel longsword (26-36 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Salumira (12-16 power, 3 apr) Salumira (12-16 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% acid +12% arcane Res.pen +10% acid +7% physical ----- def ----- Resists +5% arcane Crit.chn- 10.00% Disarm- +13% ---------- misc Infravis +3 Blunt and deadly. |
elemental steel mace (12-17 power, 3 apr) elemental steel mace (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +8% acid Blunt and deadly. |
steel mace of evisceration (15-21 power, 3 apr) steel mace of evisceration (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+3 eff.) Blunt and deadly. |
chilling dwarven-steel mace of paradox (28-38 power, 4 apr) chilling dwarven-steel mace of paradox (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 cold +5 temporal While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. |
thought-forged iron waraxe of massacre (15-21 power, 2 apr) =cun= thought-forged iron waraxe of massacre (15-21 power, 2 apr) =cun=3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 16 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
steel waraxe 'Sootcrypt' (18-24 power, 3 apr) =stats= steel waraxe 'Sootcrypt' (18-24 power, 3 apr) =stats=3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +30 fire While equipped: Stats +5 Str +5 Dex +7 Mag +5 Wil +6 Cun +5 Con dps ---------- All.spd +4% Res.pen +7% fire Melee Ret 2 darkness ----- def ----- Resists +6% light +5% arcane Heal.mod +15% One-handed war axes. |
dwarven-steel waraxe of rage (20-27 power, 4 apr) dwarven-steel waraxe of rage (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +9 (+4 eff.) One-handed war axes. |
truestriking dwarven-steel waraxe of rage (22-31 power, 4 apr) truestriking dwarven-steel waraxe of rage (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Res.pen +8% physical Acc +16 (+6 eff.) Apr +5 One-handed war axes. |
arcing steel dagger of paradox (12-15 power, 6 apr) arcing steel dagger of paradox (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +5% temporal Sharp, short and deadly. |
balanced steel dagger of massacre (18-24 power, 6 apr) balanced steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% Sharp, short and deadly. |
blazebringer's steel dagger of dampening (13-17 power, 6 apr) blazebringer's steel dagger of dampening (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +32 fire While equipped: dps ---------- All.spd +3% Res.pen +6% fire ----- def ----- Resists +8% acid +9% lightning +8% cold +8% fire +4% all Spell.save +7 (+2 eff.) Sharp, short and deadly. |
truestriking steel dagger of amnesia (14-18 power, 6 apr) truestriking steel dagger of amnesia (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% physical Acc +11 (+5 eff.) Apr +6 Sharp, short and deadly. |
dwarven-steel dagger 'Rimetyphoon' (16-21 power, 7 apr) dwarven-steel dagger 'Rimetyphoon' (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 mind +4 cold On Hit.r1 +12 mind On Hit: * 14% chance to reduce all saves and defense by 16 While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +9% mind +12% cold Res.pen +15% lightning Sharp, short and deadly. |
dwarven-steel dagger of amnesia (16-20 power, 7 apr) dwarven-steel dagger of amnesia (16-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (15-20 power, 7 apr) plaguebringer's dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +20% Sharp, short and deadly. |
Searwinter (2-3 power, 12 apr, mind damage) Searwinter (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 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 Cun dps ---------- Mind.crit +6% Mind.pwr +27 (+14 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight +6% fire +6% mind Disease- +12% ---------- 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. |
penetrating cured leather sling penetrating cured leather sling4.0 T2 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +10% physical Slings are used to hurl stones or metal shots at your foes. |
Vorythra the Lustreravager =cun= Vorythra the Lustreravager =cun=4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +4 mind Uses 2.0 Steam While equipped: Stats +3 Cun +2 Dex dps ---------- S.pwr/crit +6 Res.pen +15% mind ---------- misc Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun overgrown steel steamgun4.0 T2 steamgun 1H weapon [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: ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Betheba' dwarven-steel steamgun 'Betheba'4.0 T3 steamgun 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +3 Mag dps ---------- Phys.crit +3.0% Phys.pwr +7 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +7% temporal +6% arcane +5% physical Res.pen +15% blight +7% temporal +10% arcane +7% physical Acc +8 (+4 eff.) ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun mighty dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's dwarven-steel steamgun of enduring stormbringer's dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Dex 24 [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +17 lightning +14 cold Uses 2.0 Steam While equipped: Stats +7 Con +7 Wil dps ---------- Mov.spd +22% Res.pen +8% lightning +9% cold ----- def ----- Max.HP +25.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
reinforced dwarven-steel shield (0 def, 10 armour, 29-35 power, 112 block) reinforced dwarven-steel shield (0 def, 10 armour, 29-35 power, 112 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +112 While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 30-37 power, 79 block) shocking dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 30-37 power, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 While equipped: dps ---------- Melee+ 13 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Aerotira the Ravenbone (0 def, 0 armour) Aerotira the Ravenbone (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% darkness +18% physical Res.pen +10% darkness +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +18% physical +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belota (0 def, 0 armour) Belota (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Dmg.mod +16% physical Melee Ret 4 mind ----- def ----- Resists +16% physical +9% all Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.20 Max.psi +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +53.00 HP.reg +1.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +44.00 HP.reg +2.30 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Yvukira (0 def, 8 armour) Yvukira (0 def, 8 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal +16% physical Res.pen +8% temporal +8% physical Melee Ret 8 acid ----- def ----- Armour +8 Resists +3% darkness +11% all Phys.save +9 (+3 eff.) Anom.red +11 Silence- +10% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of corrosion (+19%) (0 def, 0 armour) cashmere robe of corrosion (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening hardened leather armour of resilience (9 def, 6 armour) enlightening hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +12 (+6 eff.) Max.HP +20.00 A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour) hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +48.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
hardened leather armour of command (16 def, 13 armour) hardened leather armour of command (16 def, 13 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +16 (+8 eff.) Fatigue +8% Mind.save +15 (+8 eff.) A suit of armour made of leather. |
Velywen (22 def, 13 armour) =lightning= Velywen (22 def, 13 armour) =lightning=14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: ----- def ----- Armour +13 Defense +22 (+11 eff.) Fatigue +12% Resists +37% lightning +5% arcane A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +16 (+8 eff.) A suit of armour made of mail. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) ---------- misc Mana/turn +0.12 Max.mana +35.00 A belt that goes around your waist. |
Firebraze the linen cloak (1 def, 0 armour) =cun= Firebraze the linen cloak (1 def, 0 armour) =cun=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Dmg.mod +3% mind Res.pen +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% light Max.HP +33.00 Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gleta' (2 def, 0 armour) cashmere cloak 'Gleta' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Spell.crit +1% S.pwr/crit +4 Melee Ret 4 arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane ---------- misc Mana/turn +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gorygorn' (2 def, 8 armour) cashmere cloak 'Gorygorn' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +3% physical +3% light +13% cold ---------- misc Hate/m.crit +1.00 Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Strikesmasher' (7 def, 3 armour) pair of hardened leather boots 'Strikesmasher' (7 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +3.0% Mind.pwr +15 (+8 eff.) Dmg.mod +12% lightning ----- def ----- Armour +3 Defense +7 (+4 eff.) ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
pair of hardened leather boots 'Sunknave' (0 def, 3 armour) pair of hardened leather boots 'Sunknave' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Armour +3 Resists +21% acid ---------- misc Stam/turn +0.50 Max.stam +18.00 Light +2 A pair of boots made of leather. |
Pitchfist (0 def, 4 armour) Pitchfist (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +4 Fatigue +3% Resists +18% acid +7% fire +5% arcane +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of the verdant (0 def, 2 armour) hardened leather gloves of the verdant (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +2 Resists +9% blight +9% darkness +6% arcane Affinity +10% nature Spell.save +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
scouring hardened leather gloves of the nighthunter (0 def, 2 armour) scouring hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+3 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Resists +10% darkness Spell.save +9 (+3 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
insulating cashmere wizard hat (2 def, 0 armour) insulating cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +8% cold A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of dexterity (+3) (0 def, 3 armour) stabilizing hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) A cap made of leather. |
Khelotoran the iron helm (0 def, 3 armour) =cun= Khelotoran the iron helm (0 def, 3 armour) =cun=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightrain (0 def, 3 armour) =water= Nightrain (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc See.Invis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bogsmash the dwarven-steel helm (5 def, 14 armour) Bogsmash the dwarven-steel helm (5 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +14 Defense +5 (+3 eff.) Fatigue +4% Resists +12% mind +5% all Phys.save +8 (+3 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of dexterity (+3) (0 def, 7 armour) miner's dwarven-steel helm of dexterity (+3) (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
65 alchemist agate 65 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=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. |
sapper's iron pickaxe (dig speed 27 turns) sapper's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (1/1) 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. |
piercing elm totem of healing [power 110] (8/15 cooldown) piercing elm totem of healing [power 110] (8/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of stinging [power 110] (8/15 cooldown) soothing elm totem of stinging [power 110] (8/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
By PennyTank the Thalore Bulwark level 21
60th Dusk 122nd year of Ascendancy at 20:30 see stats
By PennyTank the Thalore Bulwark level 17
14th Dusk 122nd year of Ascendancy at 03:09 see stats
By PennyTank the Thalore Bulwark level 10
4th Mirth 122nd year of Ascendancy at 02:10 see stats
By PennyTank the Thalore Bulwark level 20
52nd Dusk 122nd year of Ascendancy at 17:03 see stats
By PennyTank the Thalore Bulwark level 19
45th Dusk 122nd year of Ascendancy at 14:55 see stats
By PennyTank the Thalore Bulwark level 12
8th Mirth 122nd year of Ascendancy at 11:00 see stats
By PennyTank the Thalore Bulwark level 19
44th Dusk 122nd year of Ascendancy at 08:21 see stats
By PennyTank the Thalore Bulwark level 19
44th Dusk 122nd year of Ascendancy at 07:13 see stats
Log
Xutta the minotaur hits PennyTank for 96 arcane damage.
PennyTank has regained its confidence.
Talent Greater Weapon Focus is ready to use.
Talent Vitality is ready to use.
Burning from Neravena the warg hits PennyTank for 16 fire damage.
Neravena the warg has regained its confidence.
Xutta the minotaur casts Freeze.
PennyTank shrugs off the effect 'Frozen'!
Xutta the minotaur hits PennyTank for 107 cold damage.
Aeranor the rogue activates Stealth.
PennyTank activates Last Stand.
PennyTank deactivates Last Stand.
PennyTank uses Block.
Burning from Neravena the warg hits PennyTank for (16 blocked), 0 fire (0 total damage).
Xutta the minotaur casts Mudslide.
PennyTank resists the punch!
Xutta the minotaur hits PennyTank for (72 blocked), 26 physical (26 total damage).
Burning from Neravena the warg hits PennyTank for 16 fire damage.
Xutta the minotaur casts Pulverizing Auger.
Xutta the minotaur's spell attains critical power!
Xutta the minotaur hits PennyTank for 169 physical damage.
Aeranor the rogue uses Highborn's Bloom.
Xutta the minotaur casts Lightning.
Xutta the minotaur's spell attains critical power!
Xutta the minotaur hits PennyTank for 119 lightning damage.
PennyTank the level 22 thalore bulwark was zapped to death by Xutta the minotaur on level 1 of The Maze.