












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 23 / 80% |
| Size | big |
| Lifes / Deaths | Killed by Saletta the cold drake hatchling at level 11 on the 13rd Haze 122nd year of Ascendancy at 13:32 / 25Killed by Saletta the cold drake hatchling at level 11 on the 13rd Haze 122nd year of Ascendancy at 14:41 Killed by Zubomina the copperhead snake at level 13 on the 18th Haze 122nd year of Ascendancy at 14:43 Killed by Veloba the rogue sapper at level 16 on the 24th Haze 122nd year of Ascendancy at 21:22 Killed by Velille the mean looking elven guard at level 17 on the 28th Haze 122nd year of Ascendancy at 00:32 Killed by The Withering Thing at level 19 on the 37th Haze 122nd year of Ascendancy at 12:39 Killed by shadow at level 19 on the 37th Haze 122nd year of Ascendancy at 14:35 Killed by Emelada the white jelly at level 20 on the 59th Haze 122nd year of Ascendancy at 12:21 Killed by Bethonor the white ooze at level 21 on the 62nd Haze 122nd year of Ascendancy at 21:10 Killed by ritch flamespitter at level 21 on the 63rd Haze 122nd year of Ascendancy at 06:06 Killed by Eilinonne the red ooze at level 21 on the 63rd Haze 122nd year of Ascendancy at 06:57 Killed by ritch flamespitter at level 21 on the 63rd Haze 122nd year of Ascendancy at 08:37 Killed by white jelly at level 21 on the 63rd Haze 122nd year of Ascendancy at 10:16 Killed by Elurianor the green jelly at level 22 on the 63rd Haze 122nd year of Ascendancy at 13:40 Killed by Elurianor the green jelly at level 22 on the 63rd Haze 122nd year of Ascendancy at 15:30 Killed by Zubabeth the sandworm destroyer at level 22 on the 63rd Haze 122nd year of Ascendancy at 18:40 Killed by ritch flamespitter at level 22 on the 64th Haze 122nd year of Ascendancy at 11:54 Killed by war hound at level 22 on the 64th Haze 122nd year of Ascendancy at 13:49 Killed by Eilinyldata the white ooze at level 23 on the 64th Haze 122nd year of Ascendancy at 17:29 Killed by Eilinyldata the white ooze at level 23 on the 64th Haze 122nd year of Ascendancy at 19:18 Killed by shadow at level 23 on the 64th Haze 122nd year of Ascendancy at 21:58 Killed by ritch flamespitter at level 23 on the 65th Haze 122nd year of Ascendancy at 03:29 Killed by Betemina the snow giant at level 23 on the 74th Haze 122nd year of Ascendancy at 21:59 Killed by Voriretta the cold drake hatchling at level 23 on the 74th Haze 122nd year of Ascendancy at 22:34 Killed by Isyrakira the snow giant at level 23 on the 75th Haze 122nd year of Ascendancy at 02:27 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 66 (base 42) |
| Constitution | 23 (base 12) |
| Magic | 69 (base 52) |
| Willpower | 22 (base 12) |
| Cunning | 19 (base 10) |
Resources
| Life | 525/525 |
| Paradox | 300 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 5.826986661206 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | -2.2204460492503E-14% |
| Movement | -2.2204460492503E-14% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 25.479315022171 |
| See Invisible | 25.479315022171 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 61 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +21% |
| Blight | +12% |
| Mind | +3% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 33 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 21%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 16%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 17% |
| Disarm Resistance | 40% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 100 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. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | Radhysaleg (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Mind.crit +3% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +3% mind Phasing +30% ----- def ----- Armour +3 ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. |
| Quiver | quiver of elm arrows 'Rhoblek' (16/16, 22-31 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 22.5 - 31.5 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 16 On Hit: * 20% chance to slow global speed by 42% * 20 arcane resource burn On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Splendourream the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +21% light +6% blight ----- def ----- Resists +12% lightning +3% light Blind- +35% Confus- +17% ---------- misc Light +9 See.Stealth +10 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Xeruldathra' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +6% light +3% physical Crit.chn- 15.00% HP.reg +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 93.4 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | ash totem of summon tentacle 'Koridil' [power 145] (25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ---------- misc Hate/m.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 335 Base Damage: 151 Armor: 0 All Resist: 7 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 22% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper agate ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +6 Str +1 Dex +1 Mag +1 Wil +1 Cun +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | Belovena the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +5 Cun +5 Lck dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +25 (+8 eff.) Dmg.mod +6% blight ----- def ----- Resists +5% blight Spell.save +14 (+7 eff.) Stealth +11 ---------- misc T.Disarm +9 Light +1 Infravis +5 Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Snowkill4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 fire On Hit.r1 +12 mind +16 cold While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +15% fire Melee Ret 2 cold Longbows are used to shoot arrows at your foes. |
| On hands | 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- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc 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. |
| Main armor | focusing woollen robe of protection (3 def, 3 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% all Phys.save +17 (+8 eff.) ---------- misc Mana/turn +0.15 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yvadhetira the Lightningmight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning Mind.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. |
| Around neck | steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 548%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 548% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 514%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 49; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 49 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. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Aryda0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Wil +3 Cun ----- def ----- Defense +6 (+2 eff.) Crit.chn- 5.00% ---------- misc Infravis +1 See.Invis +3 Rings make your fingers look great! |
Silida the Brightcrack0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) Dmg.mod +11% acid Melee Ret 2 fire ----- def ----- Defense +20 (+6 eff.) Resists +22% acid Phys.save +12 (+6 eff.) Rings make your fingers look great! |
copper ring 'Glintsmasher'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag +5 Con dps ---------- Res.pen +5% light Melee Ret 2 light ----- def ----- Resists +6% mind Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+1 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
chilling dwarven-steel greatsword of vileness (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight +7 cold On Hit: * 27% chance to reduce strength, dexterity, and constitution by 26 Massive two-handed swords. |
dwarven-steel greatsword of rage (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.5 - 58.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +12% physical Acc +14 (+3 eff.) Massive two-handed swords. |
truestriking dwarven-steel greatsword of shearing (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 34.5 - 55.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +10% all Acc +27 (+6 eff.) Apr +20 Massive two-handed swords. |
iron longsword of shearing (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master 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% While equipped: dps ---------- Res.pen +5% all Acc +8 (+2 eff.) Apr +5 Sharp, long, and deadly. |
Nerurin (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Defense +20 (+6 eff.) Max.HP +20.00 Heal.mod +10% Disarm- +10% One-handed war axes. |
Silytta (20-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Res.pen +7% physical Acc +5 (+1 eff.) Apr +6 ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
dwarven-steel waraxe 'Togar' (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 18.0 - 25.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind Melee Ret 10 mind 4 temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ---------- misc Infravis +1 One-handed war axes. |
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 (+5 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. |
acidic iron dagger of daylight (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+ +5 light Against +5% Undead On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
flaming iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane 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% On Hit.r1 +6 fire Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 116.48 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Gleamrock (26-34 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 fire damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire +8% physical Res.pen +17% fire Acc +10 (+2 eff.) ----- def ----- Crit.chn- 15.00% Heal.mod +10% ---------- misc Light +2 Sharp, short and deadly. |
Bokachak the Pusquell (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind 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% Melee+ +20 arcane +8 nature While equipped: dps ---------- Spell.crit +3% Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 6 arcane ----- def ----- Resists +7% mind Mind.save +3 (+2 eff.) ---------- misc Psi/turn +0.50 Max.mana +40.00 Max.psi +14.00 Light +3 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. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Erorim (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) Die.at -40.00 life HP.reg +2.00 Heal.mod +20% Disease- +20% ---------- misc Equi/ret +1.10 Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 48.82 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/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 +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of steel shots (19/19, 28-34 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 28.5 - 34.2 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Frigidvile' (13/13, 26-32 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Nature Power 26.5 - 31.8 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +6.5% Capacity 13 Proj.spd +100% Ranged+ +6 nature +17 cold On Hit.r1 +9 fire Shots are used with slings to pummel your foes to death. |
steel shield (0 def, 4 armour, 44 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Flashrend (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +11% cold +3% fire +6% acid Melee Ret 10 acid ----- def ----- Resists +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Flashsmasher' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Dex +1 Cun +1 Con dps ---------- Dmg.mod +11% mind Res.pen +5% lightning ----- def ----- Resists +11% mind +7% all ---------- misc Light +1 Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +5% darkness ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego+] Arcane/Master While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +10% light +5% darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% all Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Floequake' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +13% cold +8% all Melee Ret 2 cold ----- def ----- Resists +5% blight +19% cold +6% mind +9% all Max.HP +40.00 HP.reg +2.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% lightning Mind.save +15 (+8 eff.) A suit of armour made of mail. |
Eremintir the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Melee Ret 6 mind ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) ---------- misc Stam/turn +3.00 Size +1 A belt that goes around your waist. |
Growthfear the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% nature ----- def ----- Defense +9 (+3 eff.) Stealth +6 ---------- misc Stam/turn +1.00 Psi/ret +0.20 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of the giants1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +22.00 Size +1 A belt that goes around your waist. |
Murkvault1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +7 Lck dps ---------- Dmg.mod +9% nature Res.pen +5% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Stealth +8 ---------- misc T.Disarm +11 Infravis +5 A belt that goes around your waist. |
Thunderwinnow the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- Resists +21% lightning +9% cold +5% arcane D.Red.from +26% Summoned Die.at -80.00 life A belt that goes around your waist. |
Vileraptor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Res.pen +10% nature Melee Ret 2 temporal ----- def ----- Defense +1 (+0 eff.) Resists +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amalar (30 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +30 (+9 eff.) Resists +6% fire +3% nature +6% cold Phys.save +3 (+1 eff.) A pair of boots made of leather. |
Skywilter the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% lightning Melee Ret 2 lightning 4 light 4 nature ----- def ----- Armour +1 Resists +3% nature Phys.save +11 (+5 eff.) Mind.save +11 (+6 eff.) A pair of boots made of leather. |
Eilinuyalaith the Heatwolf (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 17 * 10% chance to slow global speed by 42% ----- def ----- Armour +1 Resists +9% mind +6% cold 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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 147.22 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
linen wizard hat 'Infernotitan' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +17% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
linen wizard hat 'Stokewoe' (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% physical Res.pen +10% fire +5% physical Acc +20 (+5 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +11% physical Die.at -40.00 life A pointy cloth hat, very wizardly... |
Artharomidur the Willowrot (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Brenirain (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +7 Fatigue +1% Die.at -20.00 life ---------- misc Stam/turn +1.00 Psi/ret +0.16 A cap made of leather. |
Cyruth (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +5 Cun dps ---------- Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.stam +20.00 A cap made of leather. |
Gokan the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +3% fire HP.reg +4.00 Heal.mod +5% Stun/Frz- +20% Knockbk- +10% ---------- misc Stam/turn +1.00 A cap made of leather. |
Koruthel the Sunsever (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +5% nature +9% lightning A pointy cloth hat, very wizardly... |
3 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
278 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. |
Bregazor the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +9% cold +1% physical +3% temporal Die.at -20.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shockspawner2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +15% lightning ----- def ----- Crit.chn- 5.00% Max.HP +43.00 ---------- misc Light +3 Infravis +2 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Snowrage the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% cold Crit.chn- 10.00% Phys.save +6 (+3 eff.) Heal.mod +10% Poison- +10% Silence- +10% ---------- 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. |
Xylemira2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +6% fire +6% darkness +3% nature ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
overpowered iron torque of clear mind [power 1] (38 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
Quenchknight the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Res.pen +15% mind +20% acid ----- def ----- Resists +3% cold ---------- misc Equi/ret +0.04 Max.hate +2.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Horus the Cornac Temporal Warden level 19
50th Haze 122nd year of Ascendancy at 00:37 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Horus the Cornac Temporal Warden level 22
63rd Haze 122nd year of Ascendancy at 17:12 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Horus the Cornac Temporal Warden level 10
11st Haze 122nd year of Ascendancy at 14:25 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Horus the Cornac Temporal Warden level 20
57th Haze 122nd year of Ascendancy at 09:03 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Horus the Cornac Temporal Warden level 1
74th Pyre 122nd year of Ascendancy at 13:25 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Horus the Cornac Temporal Warden level 9
8th Haze 122nd year of Ascendancy at 15:55 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Horus the Cornac Temporal Warden level 19
56th Haze 122nd year of Ascendancy at 13:30 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Horus the Cornac Temporal Warden level 16
26th Haze 122nd year of Ascendancy at 00:04 see stats
Wibbly Wobbly Timey Wimey Stuff (Exploration mode)
Killed the weaver queen and the temporal defiler.By Horus the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 15:27 see stats
Log
Horus lessens the pain.
Horus picks up (A.): steel shield (0 def, 4 armour, 44 block).
Quest 'Escort: worried loremaster (level 1 of Daikara)' is done! (Press 'j' to see the quest log)
Horus is free of the entropy.
Talent Seal Fate is ready to use.
You pickup 0.60 gold pieces.
Horus picks up (v.): Bokachak the Pusquell (2-2 power, 12 apr, mind damage).
Horus stops regenerating health quickly.
Horus stops spinning fate.
Horus stops weaving fate.
Resting starts...
Horus retunes the fabric of spacetime.
Spacetime feels more stable.
Horus feels pain again.
Infusion: Regeneration is still on cooldown for 1 turns.
Talent Infusion: Regeneration is ready to use.
Horus starts regenerating health quickly.
Talent Infusion: Healing is ready to use.
Talent Haste is ready to use.
Horus stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
















































































































