












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: 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: 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:
True Full Respec Mastery Boost 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 bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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 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 | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 42 / 37% |
Size | medium |
Lifes / Deaths | Killed by Dedirond the thalore at level 21 on the 8th Wealth 122nd year of Ascendancy at 07:06 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 27 (base 13) |
Constitution | 42 (base 15) |
Magic | 2 (base 10) |
Willpower | 110 (base 60) |
Cunning | 67 (base 40) |
Resources
Life | 1604/1604 |
Psi | 210/210 |
Stamina | 523/523 |
Equilibrium | 30 |
Healing Factor | 1.3539880031269 |
Regeneration | 42.651168156924 |
Speed
Mental | +32.02863780959% |
Attack | +12.02863780959% |
Movement | +62.60995032651% |
Spell | 0% |
Global | +129% |
Vision
Sight | 10 |
Lite | 12 |
Offense: Mainhand
Damage | 141 |
Accuracy | 56 |
Crit Chance | 44% |
APR | 27 |
Speed | 0.76 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 49% |
Speed | 0.89262890235232 |
Offense: Damage Bonus
Acid | +35% |
Blight | +20% |
Physical | +39% |
Cold | +58% |
All | +8% |
Lightning | +20% |
Light | +23% |
Temporal | +23% |
Mind | +23% |
Darkness | +23% |
Fire | +45% |
Nature | +55% |
Offense: Damage Penetration
Acid | +40% |
Blight | +30% |
Arcane | +16% |
Cold | +30% |
All | +11% |
Physical | +30% |
Lightning | +30% |
Light | +21% |
Temporal | +21% |
Mind | +21% |
Darkness | +40% |
Fire | +59% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 67.761893159146 (96.438666929426%) |
Defense | 41 |
Ranged Defense | 47 |
Fatigue | 44 |
Physical Save | 54 |
Spell Save | 51 |
Mental Save | 65 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 31%( 70%) |
Physical | + 35%( 70%) |
Cold | + 61%( 70%) |
All | + 15%( 70%) |
Lightning | + 24%( 70%) |
Light | + 32%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 70%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Disarm Resistance | 68% |
Confusion Resistance | 25% |
Knockback Resistance | 28% |
Stun Resistance | 85% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -701 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 701 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -717 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 717 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Icy Skin |
talent | Skate |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 925. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of mysticism without your aid. 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 pouch of faeros ash. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) Dmg.mod +15% nature +9% temporal Res.pen +15% nature +11% all Apr +11 On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +8% blight +3% temporal HP.reg +6.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +3% darkness Res.pen +10% darkness ----- def ----- Armour +4 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Blind- +20% Stun/Frz- +20% ---------- misc Psi/turn +0.27 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +20 (+5 eff.) Acc +15 (+4 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +3% physical 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 | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Apr +8 ----- def ----- Defense +15 (+5 eff.) Resists +5% physical Die.at -60.00 life ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +8% all ----- def ----- Resists +6% darkness Phys.save +6 (+2 eff.) Max.HP +54.00 HP.reg +11.00 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +2 Dex +8 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% physical +15% fire Apr +2 ----- def ----- Resists +9% blight +30% fire HP.reg +5.00 Stun/Frz- +32% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical +3% cold +6% temporal Res.pen +10% temporal ----- def ----- Resists +10% temporal +15% cold +18% fire Pinning- +32% Knockbk- +35% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +37 fire While equipped: Stats +5 Dex -6 Mag +1 Wil +6 Con dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) All.spd +9% Phys.spd +10% Res.pen +5% arcane +19% fire Phasing +30% Acc +26 (+7 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +45% ---------- misc Light +2 One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 77.74 to 97.17 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 49% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Resists +8% acid +7% physical +7% cold +7% lightning +7% fire Mind.save +13 (+3 eff.) Disarm- +23% Stun/Frz- +23% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +15 Dex +3 Con dps ---------- Apr +5 Melee Ret 6 blight ----- def ----- Defense +25 (+9 eff.) Resists +21% mind Confus- +37% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +5 Dex +6 Cun +5 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +14 ----- def ----- Fatigue -8% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Max.HP +88.00 HP.reg +13.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +21 (+5 eff.) Apr +10 ----- def ----- Defense +11 (+4 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 3 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 76% 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! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +14% physical Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +11% blight +14% physical +13% nature +3% light Mind.save +16 (+4 eff.) Poison- +22% Disease- +19% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +6 Wil +7 Cun dps ---------- Mind.pwr +13 (+3 eff.) Dmg.mod +12% lightning +6% darkness Res.pen +20% lightning Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Max.HP +54.00 HP.reg +14.00 Heal.mod +14% Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Rare] Psionic Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 mind On Hit.r1 +20 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +8 Defense +15 (+5 eff.) Resists +5% arcane Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats -2 Str +2 Mag +2 Wil +5 Con dps ---------- Res.pen +15% arcane +22% all Acc +51 (+13 eff.) Apr +25 ----- def ----- Defense +7 (+3 eff.) Crit.chn- 10.00% Disarm- +43% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Resists +3% darkness Spell.save +5 (+2 eff.) Die.at -60.00 life Confus- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +9 (+2 eff.) ----- def ----- Resists +3% blight +6% fire +3% light Confus- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +3 Wil +2 Cun +2 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Melee Ret 4 cold ----- def ----- Resists +8% lightning +7% temporal HP.reg +2.30 Heal.mod +13% ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +23.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Con ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +5% arcane +17% cold Die.at -80.00 life HP.reg +4.00 Cut- +20% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Mind.save +6 (+2 eff.) Disarm- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness +18% physical Acc +5 (+1 eff.) Apr +2 On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Defense +9 (+3 eff.) Phys.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +7 Wil +3 Con ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% darkness Acc +20 (+5 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning HP.reg +5.00 ---------- misc Stam/turn +0.80 Max.stam +21.00 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. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.91 mind and 29.02 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 25. Terrified: Deals 6.76 mind and 6.79 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 11.37 mind and 11.41 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 221.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +30 (+7 eff.) Acc +27 (+7 eff.) ----- def ----- Armour +2 Resists +6% cold Phys.save +18 (+6 eff.) Mind.save +7 (+2 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +8 Dex dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue +5% Resists +9% cold Phys.save +12 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 466.9 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +17 Fatigue +3% Resists +8% acid +7% cold +8% fire +9% nature +10% lightning HP.reg +4.00 Pinning- +10% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +3.00 Max.stam +30.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% arcane +14% cold +17% nature +17% fire Res.pen +10% nature Melee Ret 4 arcane 2 nature ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane +21% cold +25% nature +25% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +14 Wil dps ---------- Mind.pwr +12 (+3 eff.) Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 66% * 20 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +15% lightning +9% temporal +6% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Wil +3 Cun +1 Con dps ---------- Res.pen +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% cold Mind.save +6 (+2 eff.) Blind- +20% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Dmg.mod +15% mind +12% blight Res.pen +15% blight ----- def ----- Armour +4 Fatigue +4% Resists +18% mind Mind.save +22 (+6 eff.) Confus- +36% ---------- misc Hate/m.crit +3.00 Light +3 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +7 (+3 eff.) Fatigue +4% Resists +6% acid +16% blight +7% fire +8% lightning +10% cold Mind.save +8 (+2 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +10% mind Mind.save +21 (+5 eff.) Confus- +35% A cap made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +9 Str dps ---------- Dmg.mod +9% lightning +6% fire Res.pen +20% fire Melee Ret 2 fire On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 11 * 32% chance to reduce damage dealt by 30% ----- def ----- Armour +23 Fatigue +15% Resists +6% lightning +11% physical +20% darkness +23% cold Phys.save +9 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Res.pen +15% mind +10% physical ----- def ----- Armour +16 Defense +21 (+7 eff.) Fatigue +22% Resists +23% acid +7% cold Mind.save +12 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 40.5 - 48.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 While equipped: ----- def ----- Armour +17 Fatigue +8% Resists +12% fire +12% temporal +36% cold Mind.save +18 (+5 eff.) Max.HP +100.00 ---------- misc Max.psi +50.00 Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +7.0% Res.pen +15% nature Apr +3 ---------- misc Max.stam +30.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% nature Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life Max.HP +60.00 Blind- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% darkness +6% cold ----- def ----- Resists +12% cold Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 590 Base Damage: 303 Armor: 7 All Resist: 8 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 16% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 4 arcane ----- def ----- Resists +6% acid +15% mind +12% lightning Die.at -60.00 life HP.reg +4.00 Heal.mod +5% Blind- +20% Sting an enemy dealing 292 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kline the Dwarf Wyrmic level 21
2nd Wealth 122nd year of Ascendancy at 03:12 see stats
By Kline the Dwarf Wyrmic level 24
32nd Dearth 122nd year of Ascendancy at 18:18 see stats
By Kline the Dwarf Wyrmic level 14
10th Profit 122nd year of Ascendancy at 11:01 see stats
By Kline the Dwarf Wyrmic level 32
5th Shortage 122nd year of Ascendancy at 07:02 see stats
By Kline the Dwarf Wyrmic level 35
23rd Shortage 122nd year of Ascendancy at 06:13 see stats
By Kline the Dwarf Wyrmic level 24
32nd Dearth 122nd year of Ascendancy at 05:58 see stats
By Kline the Dwarf Wyrmic level 35
27th Shortage 122nd year of Ascendancy at 07:06 see stats
By Kline the Dwarf Wyrmic level 28
38th Dearth 122nd year of Ascendancy at 00:03 see stats
By Kline the Dwarf Wyrmic level 19
33rd Profit 122nd year of Ascendancy at 10:25 see stats
By Kline the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 01:07 see stats
By Kline the Dwarf Wyrmic level 20
33rd Profit 122nd year of Ascendancy at 12:04 see stats
By Kline the Dwarf Wyrmic level 30
2nd Loss 122nd year of Ascendancy at 14:06 see stats
By Kline the Dwarf Wyrmic level 40
3rd Stralite 123rd year of Ascendancy at 15:52 see stats
By Kline the Dwarf Wyrmic level 34
16th Shortage 122nd year of Ascendancy at 05:53 see stats
By Kline the Dwarf Wyrmic level 22
29th Wealth 122nd year of Ascendancy at 19:54 see stats
By Kline the Dwarf Wyrmic level 31
4th Loss 122nd year of Ascendancy at 23:56 see stats
By Kline the Dwarf Wyrmic level 24
32nd Dearth 122nd year of Ascendancy at 21:26 see stats
By Kline the Dwarf Wyrmic level 18
32nd Profit 122nd year of Ascendancy at 10:28 see stats
By Kline the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 13:49 see stats
By Kline the Dwarf Wyrmic level 21
29th Wealth 122nd year of Ascendancy at 15:38 see stats
By Kline the Dwarf Wyrmic level 9
29th Voratun 122nd year of Ascendancy at 04:40 see stats
By Kline the Dwarf Wyrmic level 38
42nd Steel 123rd year of Ascendancy at 05:35 see stats
By Kline the Dwarf Wyrmic level 9
30th Voratun 122nd year of Ascendancy at 19:06 see stats
By Kline the Dwarf Wyrmic level 38
41st Steel 123rd year of Ascendancy at 23:20 see stats
By Kline the Dwarf Wyrmic level 24
14th Dearth 122nd year of Ascendancy at 07:36 see stats
By Kline the Dwarf Wyrmic level 16
19th Profit 122nd year of Ascendancy at 08:04 see stats