











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Mindslayer |
| Level / Exp | 31 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 52nd Retaking 124th year of Ascendancy at 16:38 3 / 4Killed by weird-boyz at level 25 on the 9th Revenge 124th year of Ascendancy at 17:26 Killed by Salor the shalore at level 27 on the 31st Revenge 124th year of Ascendancy at 20:34 Killed by shadow at level 31 on the 11st Dearth 124th year of Ascendancy at 20:55 |
Primary Stats
| Strength | 76 (base 11) |
| Dexterity | 60 (base 10) |
| Constitution | 65 (base 30) |
| Magic | 37 (base 10) |
| Willpower | 97 (base 51) |
| Cunning | 79 (base 50) |
Resources
| Life | -121/784 |
| Psi | 26/187 |
| Healing Factor | 0.98025818540762 |
| Regeneration | 4.1660972879824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +463.65524582513% |
| Spell | 0% |
| Global | +60.269667590536% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 9 |
| See Invisible | 10 |
| ESP Range | 19 |
| ESP Kinds | demon |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 67 |
| Crit Chance | 30% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 63 |
| Crit Chance | 30% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +12% |
| Darkness | +11% |
| Cold | +25% |
| Fire | +10% |
| Mind | +22% |
| All | 0% |
Offense: Damage Penetration
| Acid | +12% |
| Lightning | +27% |
| Mind | +42% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 36 (62.946778433524%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 47 |
| Mental Save | 65 |
Defense: Resistances
| Cold | + 36%( 70%) |
| Lightning | + 20%( 70%) |
| Nature | + 24%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 32%( 70%) |
| Mind | + 36%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Poison Resistance | 20% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 500 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 673 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 125 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 Willpower stat. |
Class Talents
| Psionic / Absorption | 1.41 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Psionic / Thermal mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Thermal Aura |
| talent | Charged Aura |
| talent | Beyond the Flesh |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| detrimental effect | The target is encased in thorny vines, dealing 27 nature damage each turn and reducing its speed by 36%. Thorn Grab |
| beneficial effect | Increases Mindcrit by 2% per each enemy you can see in a radius of 2. Foe count: 3. Current Mindcrit Bonus: 6% Operative |
| beneficial effect | Movement speed increased by 441%. Elemental Surge: Lightning |
| detrimental effect | The target is poisoned, taking 34.01 nature damage per turn and decreasing all heals received by 37%. Insidious Poison |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | Increases Physical, Mind, and Spell Saves by 12.12 per each enemy you can see in a radius of 2. Foe count: 3. Current Save Bonus: 36.38 Bastion |
| detrimental effect | Huge cut that bleeds, doing 100.58 physical damage per turn. Bleeding |
| detrimental effect | The target is poisoned, taking 132.80 nature damage per turn. Poison |
| beneficial effect | Increases Physicalpower by 9.50 per each enemy you can see in a radius of 2. Foe count: 3. Current Physicalpower Bonus: 28.50 Ravager |
| detrimental effect | Weird-boyz is fed upon by Islybeth the treant. Fed Upon |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
| Quiver | high-capacity quiver of elm arrows of erosion (44/44, 16-22 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 16.0 - 22.4 Physical Uses 54% Wil, 75% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 44 Ranged+ +8 nature While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| On hands | Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
| Light source | alchemist's lamp 'Fularin'1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Mind.crit +5% Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Blind- +31% Confus- +13% ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Light +8 See.Stealth +9 See.Invis +10 Unleash a corrosive blast of acid, inflicting 164.00 Acid damage in radius 7 (based on Cunning). Creatures in the area may take 102.5 addional acid damage and have their armor reduced by 21.0 over 10 turns Puts all charms on 56 cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Boltvile (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% lightning +20% mind +5% acid ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +6% lightning Mind.save +10 (+3 eff.) ---------- misc Max.psi +10.00 A hat made of leather. Very stylish. |
| On feet | Veluth (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +11 Fatigue -6% Phys.save +8 (+3 eff.) HP.reg +4.00 Poison- +20% Disease- +20% Stun/Frz- +20% ---------- misc Max.enc +32 A pair of boots made of leather. |
| Tool | Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Mag ---------- misc Talents +1 Ravager +1 Bastion +1 Operative Masteries +0.11 Corruption/Demonic strength +0.11 Psionic/Absorption +0.11 Cunning/Stealth +0.11 Psionic/Kinetic mastery Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.65 cold and 19.72 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Ardent Watcher Ardent Watcher0.1 T2 amulet jewelry [Unique] Arcane/Nature While equipped: Stats +2 Cun +6 Wil dps ---------- Against +18% Demon ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Telepathy Demon Telpty rng +9 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
| In main hand | NOTE: SAVEZesta the voratun longsword (52-73 power, 6 apr) =SAVE= 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 52.0 - 72.8 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 blight +8 mind On Hit: * 29% chance to reduce strength, dexterity, and constitution by 16 * 16% chance to reduce all saves and defense by 35 While equipped: Stats +4 Cun +1 Wil dps ---------- Phys.crit +2.0% Crit.mult +10.00% ---------- misc Max.mana +60.00 Sharp, long, and deadly. |
| Around waist | Cord of the Steeled Mind Cord of the Steeled Mind1.0 T2 belt armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +10 (+4 eff.) Mind.save +12 (+3 eff.) Confus- +24% Stun/Frz- +24% ---------- misc Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 48.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In off hand | Overseer (17-19 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 10/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Cloak | Cloak of Ten Thousand Leaves (7 def, 0 armour) Cloak of Ten Thousand Leaves (7 def, 0 armour)2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +11% darkness +12% nature ----- def ----- Defense +7 (+2 eff.) Resists +15% darkness Affinity +11% nature ---------- misc Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.0% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 30 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 16/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 33.72 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
mindweaver's gold amulet0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +18% Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +8 (+2 eff.) Resists +20% acid Rings make your fingers look great! |
Shiverrock0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% mind Melee Ret 10 cold ----- def ----- Resists +6% cold +12% mind +12% darkness Mind.save +10 (+3 eff.) Rings make your fingers look great! |
Demondream (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [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: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% cold Res.pen +25% darkness ----- def ----- Defense +9 (+3 eff.) Resists +3% darkness +2% physical Crit.chn- 5.00% Poison- +20% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +3 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 72.52 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. |
steel battleaxe 'Stormquick' (32-47 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 31.5 - 47.2 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +9 nature On Crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Res.pen +9% nature Massive two-handed battleaxes. |
Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Lightning Uses 129% Wil, 10% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +2 Str +6 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +8% lightning Opal: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Deepspiercer the dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Power 42.0 - 63.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 darkness Against +10% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 113 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 28 for the duration. While equipped: Stats +3 Mag +2 Wil +12 Con dps ---------- Crit.mult +27.00% Dmg.mod +6% darkness ----- def ----- Resists +6% darkness Massive two-handed mauls. |
Floevengeance (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Power 22.0 - 30.8 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Against +12% Undead On Hit.r1 +8 cold On Hit: * 20% chance to reduce all saves and defense by 35 On Crit: * On a Crit, strike your target with a blast of Light dealing 113 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 28 for the duration. While equipped: dps ---------- Crit.mult +16.00% ----- def ----- Resists +12% mind +18% cold ---------- misc Infravis +2 See.Invis +6 Sharp, long, and deadly. |
dwarven-steel waraxe of sundering (20-27 power, 11 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.5% Atk.spd 100% On Crit: * Sunder's the enemy's weapon for 5 turns. One-handed war axes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 54% Wil, 54% Cun, 15% Mag 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 83.60 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. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 54% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Winterwish the stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 28.0 - 36.4 Physical Uses 54% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Phasing +10% Against +11% Undead On Hit.r1 +9 fire On Crit: * On a Crit, strike your target with a blast of Light dealing 113 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 28 for the duration. While equipped: Stats +2 Con dps ---------- Crit.mult +14.00% Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +9% cold Die.at -80.00 life Disarm- +40% Sharp, short and deadly. |
Oaksin the thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +2 Wil +2 Con dps ---------- Mind.crit +3% Mind.pwr +12 (+3 eff.) Dmg.mod +12% acid +9% nature On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +1 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. |
absorbing thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 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 +6 (+2 eff.) ----- def ----- Resists +5% lightning +7% fire +5% cold Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of gales (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 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 +6 (+2 eff.) Melee+ 6 mind 6 darkness Dmg.mod +7% lightning +8% physical +4% darkness +7% cold +4% mind ----- def ----- Defense +14 (+4 eff.) Pinning- +17% ---------- 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. |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 108% Wil Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Focus Whip (19-21 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 85% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Undeathgore the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +18% nature Res.pen +5% nature On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +9 Fatigue +22% Resists +16% acid +7% physical +5% cold +7% fire +6% mind +7% lightning Mind.save +12 (+3 eff.) Max.HP +21.00 HP.reg +2.00 Heal.mod +12% Disarm- +23% Stun/Frz- +20% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Ularogorn the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +8 Cun +7 Lck dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +3% mind ----- def ----- Mind.save +15 (+4 eff.) Stealth +5 ---------- misc T.Disarm +16 Infravis +4 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Isothra' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +10% nature Res.pen +11% physical Apr +5 Melee Ret 8 nature ----- def ----- Defense +2 (+0 eff.) Resists +15% cold ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindreaver's pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Con dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Res.pen +5% mind ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (83 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (140 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
miner's rough leather hat (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Rhakor the Gorequell (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +9% nature Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +3% Resists +9% nature A cap made of leather. |
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. |
2 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. |
13 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. |
17 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 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. |
43 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
33 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 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. |
29 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. |
22 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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. |
Mirehash (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +6% nature Res.pen +5% physical Acc +20 (+5 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Fatigue -6% Resists +6% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
powerful ash totem of healing [power 176] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of thorny skin [power 40] (23 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 40% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
Islithra [power 206] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Wil dps ---------- Res.pen +5% arcane +15% acid Phasing +30% ---------- misc Max.mana +20.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 32. 100% to increase all damage penetration by 10% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By weird-boyz the Orc Mindslayer level 13
26th Retaking 124th year of Ascendancy at 19:04 see stats
Exterminator
Killed 1000 creatures.By weird-boyz the Orc Mindslayer level 31
11st Dearth 124th year of Ascendancy at 14:37 see stats
Level 10
Got a character to level 10.By weird-boyz the Orc Mindslayer level 10
17th Retaking 124th year of Ascendancy at 18:51 see stats
Level 20
Got a character to level 20.By weird-boyz the Orc Mindslayer level 20
7th Revenge 124th year of Ascendancy at 21:44 see stats
Level 30
Got a character to level 30.By weird-boyz the Orc Mindslayer level 30
1st Dearth 124th year of Ascendancy at 13:09 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By weird-boyz the Orc Mindslayer level 31
3rd Dearth 124th year of Ascendancy at 06:03 see stats
Size matters
Did over 600 damage in one attack.By weird-boyz the Orc Mindslayer level 26
19th Revenge 124th year of Ascendancy at 02:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By weird-boyz the Orc Mindslayer level 15
50th Retaking 124th year of Ascendancy at 10:02 see stats
Log
Islybeth the treant shares damage with his oozes!
weird-boyz hits Islybeth the treant for 65 cold damage.
Shadow hits weird-boyz for (12 to psi shield), 18 physical (18 total damage).
Islybeth the treant is no longer pinned.
Islybeth the treant uses Nature's Touch.
Islybeth the treant's mind surges with critical power!
Islybeth the treant receives 663 healing.
Islybeth the treant's corrosive nature intensifies!
Weird-boyz's mind surges with critical power!
Shadow fades for a moment and then reforms whole again!
Shadow casts Fade.
Shadow fades!
weird-boyz HEALS from nature damage!
Islybeth the treant shares damage with his oozes!
Thermal Aura hits Islybeth the treant for 10 fire damage.
Thermal Aura hits Shadow for 0 fire damage.
Thermal Aura hits Bloated ooze for 17 fire damage.
Thermal Aura hits Shadow for 24 fire damage.
Weird-boyz's Beyond the Flesh hits Shadow for 0 lightning damage.
Charged Aura hits Islybeth the treant for 10 lightning damage.
Charged Aura hits Shadow for 0 lightning damage.
Charged Aura hits Bloated ooze for 18 lightning damage.
Charged Aura hits Shadow for 24 lightning damage.
Thorn Grab from Islybeth the treant hits weird-boyz for (3 to psi shield), 5 nature, 1 healing (5 total damage) [1 healing].
Poison from Islybeth the treant hits weird-boyz for (12 to psi shield), 18 nature, 4 healing (18 total damage) [4 healing].
Bleeding from Islybeth the treant hits weird-boyz for (13 to psi shield), 20 physical (20 total damage).
Insidious Poison from Islybeth the treant hits weird-boyz for (4 to psi shield), 7 nature, 2 healing (7 total damage) [2 healing].
Bloated ooze is protected by a layer of thick leaves.
Shadow is protected by a layer of thick leaves.
Shadow casts Shadow Lightning.
















































































































