












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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:
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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 16 / 1% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 35 (base 32) |
Constitution | 10 (base 10) |
Magic | 50 (base 43) |
Willpower | 17 (base 12) |
Cunning | 17 (base 10) |
Resources
Life | 378/378 |
Paradox | 300 |
Healing Factor | 1.1000003099961 |
Regeneration | 0.27500007749905 |
Speed
Mental | -1.1146639167237E-11% |
Attack | -1.1146639167237E-11% |
Movement | +36.804258065936% |
Spell | -1.1146639167237E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 22.016737632303 |
See Invisible | 22.016737632303 |
Offense: Mainhand
Damage | 53 |
Accuracy | 36 |
Crit Chance | 21% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 36 |
Crit Chance | 17% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Blight | +15% |
Nature | +18% |
Darkness | +30% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +5% |
Lightning | +5% |
Cold | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 20%( 70%) |
Cold | + 17%( 70%) |
All | + 9%( 70%) |
Lightning | + 16%( 70%) |
Light | + 44%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 52%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 216 damage for 4 turns. Its effects scale with your Magic 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 55 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Phase Pulse |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Ungrol of Last Hope's elixir of foundations |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
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. | active |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 sandworm tooth. * You've found the needed length of troll intestine. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Mucuswrest the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9%(-) acid +6%(-) nature Res.pen +5%(-) nature Melee Ret 6(-) nature ----- def ----- Armour +1 (-) Resists +5%(-) lightning +5%(-) temporal +3%(-) acid A pair of boots made of leather. |
Quiver | ![]() flaming quiver of elm arrows of accuracy (18/18, 102% power, 5 apr) 3.0 T1 arrow ammo Reqs Dex 11 [Ego] Arcane/Master Power 102% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +9 (-) Apr +5 (-) Crit +1.0% (-) Capacity 18 (-) On Hit.r1 +9(-) fire Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Light source | ![]() Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Rhylach the linen wizard hat (1 def, 2 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3(-) Cun +1(-) Dex dps ---------- Apr +1 (-) ----- def ----- Armour +2 (-) Defense +1 (+0 eff.) (-) Mind.save +6 (+3 eff.) (-) Disease- +20% (-) Pinning- +10% (-) A pointy cloth hat, very wizardly... |
On hands | ![]() dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2(-) Str dps ---------- Phys.pwr +7 (+3 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. |
Tool | ![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+3 eff.) (-) ----- def ----- Mind.save +10 (+6 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Isorin the Icevagrant 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% (-) Dmg.mod +12%(-) nature Res.pen +15%(-) cold Acc +5 (+2 eff.) (-) Melee Ret 2(-) light ----- def ----- Armour +2 (-) Resists +24%(-) nature +9%(-) light Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.crit +0.0% (-3.0%) Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +0%(-12%) nature Res.pen +0%(-15%) cold Acc +0 (+0 eff.) (-5 (-2 eff.)) Melee Ret 0(-2) light ----- def ----- Armour +0 (-2) Resists +0%(-24%) nature +0%(-9%) light Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) (-) Melee+ 5(-) mind Ranged+ 5(-) mind ---------- misc See.Stealth +10 (-) See.Invis +10 (-) Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() Umbral Razor (129% power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 65% Mag Dmg Physical Mastery Dagger Mastery 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 119.21 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. Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Floepanic (118% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Power 119% (-10%) Range: 1.3x (+0.0x) Uses 50% Mag, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 (-4) Crit +5.0% (-4.0%) Atk.spd 100% (-) Melee+ +8 cold Dmg.conv 0%(-50%) darkness On Hit: - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. + 25% chance for lightning to strike from the target to a second target dealing 66 damage On Crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +0(-4) Cun +3(-1) Mag dps ---------- Phys.crit +7.0% Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness Phasing +10% ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) ---------- misc Max.vim +20.00 Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() linen cloak 'Stormpiety' (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee+ 0(-20) item acid corrode Dmg.mod +3%(-) acid Res.pen +5%(-) lightning +5%(-) acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Defense +7 (+3 eff.) (-) Resists +3%(-) lightning +9%(-) cold Phys.save +6 (+5 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Harunik the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +2(-) Dex dps ---------- Dmg.mod +25%(-) darkness +15%(-) blight ----- def ----- Resists +12%(-) blight +37%(-) darkness +9%(-) all Phys.save +6 (+5 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +0.0% (-3.0%) Dmg.mod +0%(-12%) nature Res.pen +0%(-15%) cold Acc +0 (+0 eff.) (-5 (-2 eff.)) Melee Ret 0(-2) light ----- def ----- Armour +0 (-2) Resists +0%(-24%) nature +0%(-9%) light Phys.save +4 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() ash magestaff (111% power, 3 apr, arcane element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% (-18%) Range: 1.2x (-0.1x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-7) Crit +3.0% (-6.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() ash magestaff of invocation (111% power, 3 apr, cold element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% (-18%) Range: 1.2x (-0.1x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-7) Crit +3.0% (-6.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Spell.crit +2% Spell.pwr +13 (+5 eff.) S.pwr/crit +5 Dmg.mod +0%(-5%) darkness +15% cold Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 39.42 to 47.30 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Mag 25 [Unique] Master Power 137% (+8%) Range: 1.7x (+0.4x) Uses 130% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 (-3) Crit +1.5% (-7.5%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
![]() dwarven-steel greatmaul of massacre (162% power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Mag 24 [Ego] Master Power 163% (+34%) Range: 1.5x (+0.2x) Uses 120% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-8) Crit +1.5% (-7.5%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() steel greatsword (127% power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Mag 16 [Normal] Power 127% (-2%) Range: 1.6x (+0.3x) Uses 120% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-8) Crit +3.0% (-6.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Massive two-handed swords. Tap to cycle through comparison choices |
![]() steel greatsword (129% power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Mag 16 [Normal] Power 130% (+1%) Range: 1.6x (+0.3x) Uses 120% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-8) Crit +3.0% (-6.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Massive two-handed swords. Tap to cycle through comparison choices |
![]() iron longsword 'Glaba' (117% power, 5 apr) 3.0 T1 longsword 1H weapon Reqs Mag 11 [Rare] Master Power 117% (-12%) Range: 1.4x (+0.1x) Uses 100% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 (-5) Crit +2.5% (-6.5%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +3% nature +0%(-10%) darkness Stealth +0 (-10) ---------- misc Max.psi +10.00 Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() flaming steel longsword of vileness (115% power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Mag 16 [Ego] Arcane Power 115% (-14%) Range: 1.4x (+0.1x) Uses 100% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 (-7) Crit +3.0% (-6.0%) Atk.spd 100% (-) Melee+ +5 blight Dmg.conv 0%(-50%) darkness On Hit.r1 +6 fire On Hit: * 12% chance to reduce strength, dexterity, and constitution by 20 - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() flaming steel waraxe (112% power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Mag 16 [Ego] Arcane Power 112% (-17%) Range: 1.4x (+0.1x) Uses 100% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (-7) Crit +4.0% (-5.0%) Atk.spd 100% (-) Dmg.conv 0%(-50%) darkness On Hit.r1 +5 fire On Hit: - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) One-handed war axes. Tap to cycle through comparison choices |
![]() steel waraxe (105% power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Mag 16 [Normal] Power 106% (-23%) Range: 1.4x (+0.1x) Uses 100% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (-7) Crit +4.0% (-5.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) One-handed war axes. Tap to cycle through comparison choices |
![]() Boltlash (124% power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Mag 24 [Rare] Disrupt Power 124% (-5%) Range: 1.4x (+0.1x) Uses 100% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (-6) Crit +4.5% (-4.5%) Atk.spd 100% (-) Dmg.conv 0%(-50%) darkness On Hit.r1 +16 cold On Hit: * 13 arcane resource burn - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +0%(-10%) darkness +12% lightning Stealth +0 (-10) One-handed war axes. Tap to cycle through comparison choices |
![]() Unerring Scalpel (111% power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% (-18%) Range: 1.3x (+0.0x) Uses 55% Dex, 45% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 (+15) Crit +0.0% (-9.0%) Atk.spd 100% (-) Phasing +50% Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness Acc +20 (+8 eff.) ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) 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. Tap to cycle through comparison choices |
![]() arcing iron dagger (100% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 100% (-29%) Range: 1.3x (+0.0x) Uses 50% Dex, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-5) Crit +4.0% (-5.0%) Atk.spd 100% (-) Dmg.conv 0%(-50%) darkness On Hit: - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. + 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger (100% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 100% (-29%) Range: 1.3x (+0.0x) Uses 50% Dex, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-5) Crit +4.0% (-5.0%) Atk.spd 100% (-) Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger of erosion (100% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Nature Power 100% (-29%) Range: 1.3x (+0.0x) Uses 50% Dex, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-5) Crit +4.0% (-5.0%) Atk.spd 100% (-) Melee+ +6 nature Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() arcing steel dagger (107% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 107% (-22%) Range: 1.3x (+0.0x) Uses 50% Dex, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 (-4) Crit +5.0% (-4.0%) Atk.spd 100% (-) Dmg.conv 0%(-50%) darkness On Hit: - 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. + 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() elm longbow 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Power 66% (-63%) Range: 1.1x (-0.2x) Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +0 (-10) Crit +0.0% (-9.0%) Atk.spd 100% (-) Range +6 Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() elm longbow 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Power 66% (-63%) Range: 1.1x (-0.2x) Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +0 (-10) Crit +0.0% (-9.0%) Atk.spd 100% (-) Range +6 Dmg.conv 0%(-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 +0(-4) Cun +0(-4) Mag dps ---------- Dmg.mod +0%(-5%) darkness Res.pen +0%(-10%) darkness ----- def ----- Resists +0%(-10%) darkness Stealth +0 (-10) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() quiver of ash arrows of daylight (18/18, 118% power, 7 apr) 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 119% (+16%) Range: 1.4x (+0.0x) Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +0 (-9) Apr +7 (+2) Crit +1.5% (+0.5%) Capacity 18 (-) Ranged+ +14 light Against +14% Undead On Hit.r1 +0(-9) fire Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
![]() Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature Apr +0 (-6) Crit +0.0% (-5.0%) Atk.spd inf% (inf%) Melee+ +0(-8) cold On Hit: - 25% chance for lightning to strike from the target to a second target dealing 66 damage On Crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +0(-3) Mag dps ---------- Phys.crit +0.0% (-7.0%) Phasing +0% (-10%) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.vim +0.00 (-20.00) Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() focusing woollen robe of protection (3 def, 3 armour) 2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +0(-2) Dex +4 Mag +5 Wil dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +0%(-12%) blight +0%(-37%) darkness +9%(-) all Phys.save +18 (+11 eff.) (+12 (+6 eff.)) ---------- misc Mana/turn +0.14 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2(-) Dex dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning +0%(-12%) blight +0%(-37%) darkness +0%(-9%) all Phys.save +0 (+0 eff.) (-6 (-5 eff.)) Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.65 to 109.95 lightning damage (73.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() prismatic cured leather armour (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Arcane While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +0%(-12%) blight +10%(-27%) darkness +11% light +0%(-9%) all Phys.save +0 (+0 eff.) (-6 (-5 eff.)) A suit of armour made of leather. |
![]() prismatic iron mail armour of fire resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane/Master While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +0%(-12%) blight +16% fire +10%(-27%) darkness +0%(-9%) all Phys.save +0 (+0 eff.) (-6 (-5 eff.)) A suit of armour made of mail. |
![]() prismatic steel mail armour of stability (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical +12% light +0%(-12%) blight +12%(-25%) darkness +0%(-9%) all Phys.save +12 (+8 eff.) (+6 (+3 eff.)) A suit of armour made of mail. |
![]() enlightening steel plate armour of acid resistance (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +0(-2) Dex +4 Wil +4 Cun dps ---------- Dmg.mod +0%(-25%) darkness +0%(-15%) blight ----- def ----- Armour +9 Fatigue +22% Resists +17% acid +0%(-12%) blight +0%(-37%) darkness +0%(-9%) all Phys.save +0 (+0 eff.) (-6 (-5 eff.)) Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
![]() grounding rough leather belt 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) Resists +6% lightning +6% temporal Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
![]() noble's rough leather belt 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) D.Red.from +17% Summoned Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
![]() rough leather belt 1.0 T1 belt armor [Normal] While equipped: ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
![]() thick linen cloak of Iron Throne (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con dps ---------- Melee+ 0(-20) item acid corrode Dmg.mod +0%(-3%) acid Res.pen +0%(-5%) lightning +0%(-5%) acid ----- def ----- Armour +5 Defense +1 (+0 eff.) (-6 (-3 eff.)) Resists +0%(-3%) lightning +10%(+1%) cold Phys.save +0 (+0 eff.) (-6 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() scholar's pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% Dmg.mod +0%(-9%) acid +0%(-6%) nature Res.pen +0%(-5%) nature Melee Ret 0(-6) nature ----- def ----- Armour +1 (-) Resists +0%(-5%) lightning +0%(-5%) temporal +0%(-3%) acid A pair of boots made of leather. |
![]() iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: Stats +0(-2) Str dps ---------- Phys.pwr +0 (+0 eff.) (-7 (-3 eff.)) ----- def ----- Armour +1 (-1) Fatigue +1% (-2%) 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. |
![]() insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature While equipped: Stats +0(-3) Cun +0(-1) Dex dps ---------- Dmg.mod +11% acid Apr +0 (-1) ----- def ----- Armour +0 (-2) Defense +1 (+0 eff.) (-) Resists +16% acid +6% fire +6% cold Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Disease- +0% (-20%) Pinning- +0% (-10%) A pointy cloth hat, very wizardly... |
![]() Emelethra the Chargenaught (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +0(-3) Cun +0(-1) Dex dps ---------- Res.pen +10% lightning +5% cold Apr +0 (-1) Melee Ret 4 lightning ----- def ----- Armour +1 (-1) Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Resists +14% cold Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Disease- +0% (-20%) Pinning- +0% (-10%) ---------- misc Breathe water A cap made of leather. |
![]() rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Normal] While equipped: Stats +0(-3) Cun +0(-1) Dex dps ---------- Apr +0 (-1) ----- def ----- Armour +1 (-1) Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Disease- +0% (-20%) Pinning- +0% (-10%) A cap made of leather. |
![]() cleansing iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +2 Str +0(-1) Dex +0(-3) Cun dps ---------- Apr +0 (-1) ----- def ----- Armour +3 (+1) Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +5% Resists +6% nature +6% blight Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Disease- +0% (-20%) Pinning- +0% (-10%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Max.HP +42.00 Heal.mod +0% (-10%) ---------- misc Light +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() iron pickaxe 'Manutir' (dig speed 28 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Cun +1(-4) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) Acc +4 (+2 eff.) ----- def ----- Resists +3% lightning +6% nature Mind.save +0 (+0 eff.) (-10 (-6 eff.)) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) ----- def ----- Defense +5 (+2 eff.) Mind.save +0 (+0 eff.) (-10 (-6 eff.)) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Shard of Crystalized Time 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4(-1) Wil +2 Con dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Mind.save +0 (+0 eff.) (-10 (-6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
Achievements
By Julio the Cornac Temporal Warden level 12
20th Haze 122nd year of Ascendancy at 15:41 see stats
By Julio the Cornac Temporal Warden level 10
6th Haze 122nd year of Ascendancy at 07:09 see stats
By Julio the Cornac Temporal Warden level 11
7th Haze 122nd year of Ascendancy at 06:09 see stats
By Julio the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 20:59 see stats
Log
Julio hits Rogue for 44 darkness, 38 physical, 2 mind, 15 light, 14 temporal, 49 physical, 8 cold, 5 mind, 15 light, 14 temporal, 72 temporal (275 total damage).
The shield around Julio crumbles.
Julio killed Rogue!
Resting starts...
Julio retunes the fabric of spacetime.
The fabric of time around Julio stabilizes to normal.
The powerful time-altering energies generate a restoration field on Julio.
Julio stops regenerating health quickly.
Julio stops spinning fate.
Julio stops weaving fate.
Talent Webs of Fate is ready to use.
Talent Seal Fate is ready to use.
Talent Rune: Shielding is ready to use.
The fabric of time around Julio returns to normal.
Talent Time Shield is ready to use.
Talent Blade Shear is ready to use.
Talent Arrow Echoes is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Precognition is ready to use.
Talent Invigorate is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
There is a next level here (press '' or right click to use).
Ran for 114 turns (stop reason: at exit).
Ran for 95 turns (stop reason: something interesting).