











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 25 / 72% |
Size | medium |
Lifes / Deaths | Killed by Ivudamira the squid at level 24 on the 4th Stralite 123rd year of Ascendancy at 07:16 / 2Killed by Emelassra the gigantic sandworm tunneler at level 25 on the 25th Stralite 123rd year of Ascendancy at 20:52 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 33) |
Dexterity | 8 (base 10) |
Constitution | 35 (base 18) |
Magic | 15 (base 10) |
Willpower | 66 (base 55) |
Cunning | 26 (base 18) |
Resources
Life | -5/1134 |
Equilibrium | 115 |
Healing Factor | 1.3216660017318 |
Regeneration | 16.942075713482 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +38.666203344999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 3 |
See Invisible | 21 |
Offense: Mainhand
Damage | 85 |
Accuracy | 61 |
Crit Chance | 30% |
APR | 33 |
Speed | 0.89 |
Offense: Offhand
Damage | 78 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 41 |
Speed | 0.89 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 29% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +30% |
Blight | +18% |
Arcane | +6% |
Cold | +40% |
All | 0% |
Darkness | +18% |
Physical | +30% |
Lightning | +40% |
Mind | +12% |
Fire | +30% |
Nature | +25% |
Offense: Damage Penetration
Acid | +27% |
Blight | +27% |
Physical | +35% |
Cold | +27% |
All | 0% |
Lightning | +27% |
Darkness | +27% |
Fire | +27% |
Nature | +27% |
Defense: Base
Armour (hardiness) | 30.08934837382 (81.151787968034%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 22 |
Physical Save | 34 |
Spell Save | 47 |
Mental Save | 38 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 21%( 70%) |
Physical | + 25%( 70%) |
Cold | + 40%( 70%) |
All | + 7%( 70%) |
Darkness | + 23%( 70%) |
Light | + 10%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 34%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Stun Resistance | 35% |
Disarm Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 1.60 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 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 |
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. The fortress's current energy level is: 4. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * You've found the needed snow giant kidney. 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 honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of squid ink. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +3 Wil +7 Con dps ---------- Phys.crit +4.0% Mind.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +3 Resists +8% fire +7% cold Phys.save +6 (+3 eff.) Poison- +10% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- 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. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 64.53 to 193.58 lightning damage (129.06 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Acc +8 (+2 eff.) Apr +9 On Melee Ret: * 27 arcane resource burn ----- def ----- Armour +3 Resists +9% blight Spell.save +24 (+8 eff.) 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Mag ---------- misc See.Invis +9 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 137 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con +2 Mag ----- def ----- HP.reg +1.00 Stun/Frz- +25% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Light +1 See.Invis +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Wil +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% arcane On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +3% nature Spell.save +12 (+4 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str ----- def ----- Armour +2 Resists +12% temporal +3% light +4% physical Blind- +14% Pinning- +28% Knockbk- +26% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 90% Wil, 10% Cun, 20% Str Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% lightning 20% fire While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% acid +12% cold ----- def ----- Resists +10% acid +10% physical +10% fire +10% lightning +10% cold ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 6.4 Pwr.cost 30 out of 19/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 633.20 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to reduce armor by 10% ----- def ----- Resists +9% lightning +15% darkness +3% blight Max.HP +53.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.5 - 14.9 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Max.HP +36.00 ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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% Mind.save +13 (+5 eff.) Max.HP +41.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 476% 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. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 610% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.0 - 46.5 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +6 Str +2 Mag +3 Wil dps ---------- Dmg.mod +6% lightning +12% physical Res.pen +25% nature Acc +17 (+5 eff.) ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +15 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.5 - 45.8 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.0 - 15.6 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +8 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 26.5 - 34.5 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 12.0 - 15.6 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +6% physical Acc +18 (+6 eff.) Apr +13 Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Master Power 50.5 - 75.8 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master/Psionic Power 42.5 - 63.8 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 darkness Against +17% Living On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Psionic Power 36.0 - 57.6 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +12% Living Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 32.0 - 51.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +6 Str dps ---------- Dmg.mod +12% physical Acc +13 (+4 eff.) ----- def ----- Disease- +22% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 37.0 - 59.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +16 (+5 eff.) Apr +7 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 38.0 - 60.8 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +18 lightning While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +21% lightning Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 fire On Hit: * 20% chance to reduce armor by 10% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +30 (+8 eff.) ----- def ----- Die.at -40.00 life Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Disrupt/Master Power 24.5 - 34.3 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +15 (+5 eff.) ----- def ----- Armour +12 Defense +8 (+7 eff.) Resists +11% acid +3% darkness +10% lightning +9% fire +11% cold +4% all Spell.save +8 (+3 eff.) Poison- +10% Disarm- +28% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+3 eff.) ----- def ----- Defense +25 (+22 eff.) Resists +15% lightning HP.reg +4.00 Heal.mod +10% Confus- +20% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +25% light ----- def ----- Resists +9% fire Max.HP +80.00 HP.reg +4.00 Heal.mod +14% Heal/summ +33 Pinning- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 8.5 - 9.4 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +7% mind Mind.save +4 (+2 eff.) ---------- misc Psi/turn +0.30 Max.psi +23.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 acid Dmg.mod +5% acid Res.pen +7% acid ----- def ----- Resists +4% acid HP.reg +2.00 ---------- misc Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 111.78 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +8 mind While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +4.0% Mind.pwr +8 (+3 eff.) Dmg.mod +15% light Acc +16 (+5 eff.) Melee Ret 4 mind On Hit (Ranged): * 10 arcane resource burn ---------- misc Light +2 Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +5 Wil ----- def ----- Max.HP +29.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 1H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+3 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +12% light +30% fire Res.pen +15% fire Acc +8 (+2 eff.) Melee Ret 4 lightning ----- def ----- Resists +12% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +6% nature +15% fire ----- def ----- Resists +6% darkness +3% blight ---------- misc Light +2 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ----- def ----- Armour +4 Hardiness +2% Phys.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +19.00% Spell.pwr +13 (+3 eff.) Melee+ 17 fire Dmg.mod +20% acid ----- def ----- Resists +10% acid ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +11 (+4 eff.) Spell.pwr +14 (+3 eff.) Dmg.mod +20% lightning Acc +7 (+2 eff.) ----- def ----- Defense +9 (+8 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 41.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% Resists +13% mind ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Melee+ 7 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Ego] Nature/Psionic Power 20.5 - 28.7 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 mind +10 nature On Hit: * 15% chance to reduce all saves and defense by 34 While equipped: Stats +3 Cun +3 Wil One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Disrupt/Psionic Power 14.0 - 19.6 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 mind On Hit: * 16% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +3 Wil ----- def ----- Resists +9% acid +9% lightning +9% cold +8% fire +2% all Spell.save +6 (+2 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +10 (+3 eff.) Apr +8 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.0 - 26.6 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Resists +20% blight +9% light +5% arcane HP.reg +1.10 Heal.mod +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +3 Wil +3 Cun +6 Lck dps ---------- Dmg.mod +9% cold Melee Ret 2 cold ----- def ----- Resists +6% cold Stealth +6 ---------- misc T.Disarm +6 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +16% cold 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 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +11% all Phys.save +23 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 62% * 5 arcane resource burn ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +11% all Phys.save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +10% lightning +8% physical +16% cold ----- def ----- Resists +5% lightning +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +11% all Poison- +25% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +8 Str +10 Con dps ---------- Dmg.mod +7% physical Acc +15 (+5 eff.) Apr +2 ----- def ----- Armour +7 Fatigue -5% Resists +5% arcane +6% fire Phys.save +8 (+4 eff.) ---------- misc Max.enc +32 Size +1 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Resists +7% lightning +7% temporal A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +5 (+4 eff.) Resists +8% lightning +5% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 14% chance to evade melee and ranged attacks and 4 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Dmg.mod +12% darkness Res.pen +5% darkness +5% nature Apr +7 ----- def ----- Armour +3 Resists +3% fire +3% nature +15% darkness A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +6% nature Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +12% darkness +12% blight +6% fire +7% nature +3% cold Spell.save +6 (+2 eff.) 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 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +6% fire Acc +17 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% fire 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. |
![]() 1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 7 fire Dmg.mod +4% fire Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +2 Resists +5% blight +5% fire Spell.save +10 (+4 eff.) 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 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. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag ----- def ----- Armour +2 Resists +7% light +5% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 29.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +8% nature 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. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature 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 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +15 Wil +9 Cun dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% light Res.pen +25% light Acc +11 (+3 eff.) Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+6 eff.) Fatigue +5% Resists +11% blight +11% physical +3% light Phys.save +13 (+6 eff.) Mind.save +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +1.50 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 See.Stealth +11 See.Invis +9 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 5% and attempts to push all creatures other than yourself out of its radius, inflicting 1.10 light damage and 1.30 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +7% mind Phys.save +6 (+3 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.psi +14.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% mind Mind.save +13 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +19 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +12 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+4 eff.) Max.HP +26.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +19 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +21% fire +6% cold Res.pen +15% lightning +15% fire ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +19% fire A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +12% blight +15% nature +17% lightning A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Res.pen +10% physical Melee Ret 10 darkness ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +6% darkness +19% cold ---------- misc Max.stam +20.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +6% mind Mind.save +13 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +13 Fatigue +22% Resists +13% blight +7% cold +10% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +14 Defense +5 (+4 eff.) Fatigue +22% Resists +3% acid +3% fire +5% mind Mind.save +25 (+9 eff.) Max.HP +24.00 HP.reg +4.00 Confus- +20% A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Psionic When used to Attack: Power 18.0 - 21.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 34 On Melee Ret: * 13% chance to reduce all saves and defense by 34 ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 31.0 - 37.2 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: Stats +7 Str +6 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +7 Crit +1.5% Capacity 20 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 47.5 - 66.5 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 16 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Nature/Psionic Power 34.5 - 48.3 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Rld cld 6 Ranged+ +15 mind On Hit: * 29% chance to reduce all saves and defense by 34 * 20% chance to create vines that bind the target to the ground dealing 228 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% cold +6% nature +12% fire Melee Ret 8 fire ----- def ----- Resists +11% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +6% light Spell.save +18 (+6 eff.) ---------- misc Light +2 Blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 243 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks 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 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dampfwyrm the Dwarf Wyrmic level 25
5th Stralite 123rd year of Ascendancy at 13:27 see stats
By Dampfwyrm the Dwarf Wyrmic level 16
23rd Iron 123rd year of Ascendancy at 19:29 see stats
By Dampfwyrm the Dwarf Wyrmic level 14
21st Loss 122nd year of Ascendancy at 00:57 see stats
By Dampfwyrm the Dwarf Wyrmic level 22
1st Stralite 123rd year of Ascendancy at 23:16 see stats
By Dampfwyrm the Dwarf Wyrmic level 25
5th Stralite 123rd year of Ascendancy at 13:00 see stats
By Dampfwyrm the Dwarf Wyrmic level 22
1st Stralite 123rd year of Ascendancy at 18:22 see stats
By Dampfwyrm the Dwarf Wyrmic level 10
39th Dearth 122nd year of Ascendancy at 23:17 see stats
By Dampfwyrm the Dwarf Wyrmic level 20
8th Steel 123rd year of Ascendancy at 09:40 see stats
By Dampfwyrm the Dwarf Wyrmic level 21
25th Steel 123rd year of Ascendancy at 18:46 see stats
By Dampfwyrm the Dwarf Wyrmic level 25
25th Stralite 123rd year of Ascendancy at 09:31 see stats
By Dampfwyrm the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 19:43 see stats
By Dampfwyrm the Dwarf Wyrmic level 25
5th Stralite 123rd year of Ascendancy at 13:27 see stats
By Dampfwyrm the Dwarf Wyrmic level 6
12nd Dearth 122nd year of Ascendancy at 17:15 see stats
By Dampfwyrm the Dwarf Wyrmic level 25
5th Stralite 123rd year of Ascendancy at 13:27 see stats
By Dampfwyrm the Dwarf Wyrmic level 18
4th Steel 123rd year of Ascendancy at 18:21 see stats
By Dampfwyrm the Dwarf Wyrmic level 24
4th Stralite 123rd year of Ascendancy at 07:16 see stats
Log
Emelassra the gigantic sandworm tunneler is disarmed!
Gobrewen the gigantic sandworm tunneler begins rampaging!
Gobrewen the gigantic sandworm tunneler is disarmed!
Dampfwyrm hits Sandworm for 221 acid damage.
Dampfwyrm hits Gobrewen the gigantic sandworm tunneler for 223 acid damage.
Dampfwyrm hits Emelassra the gigantic sandworm tunneler for 32 acid, 27 physical, 25 fire, 33 lightning, 47 cold, 144 acid, 211 acid (518 total damage).
Dampfwyrm killed Sandworm!
Emelassra the gigantic sandworm tunneler rearms.
Emelassra the gigantic sandworm tunneler has recovered!
Dampfwyrm succumbs to heightening fears!
Dampfwyrm becomes haunted!
Dampfwyrm feels pain again.
Dampfwyrm is no longer harassed.
Dampfwyrm stops regenerating health quickly.
Thorn Grab from Dampfwyrm hits Gobrewen the gigantic sandworm tunneler for 16 nature damage.
Mindrot hits Dampfwyrm for 4 mind, 2 darkness (6 total damage).
Terrified from Gobrewen the gigantic sandworm tunneler hits Dampfwyrm for 4 mind, 2 darkness (6 total damage).
Heighten Fear from Gobrewen the gigantic sandworm tunneler hits Dampfwyrm for 18 mind, 11 darkness (29 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Gobrewen the gigantic sandworm tunneler uses Grab.
Dampfwyrm resists the grab!
Emelassra the gigantic sandworm tunneler uses Grab.
Emelassra the gigantic sandworm tunneler performs a melee critical strike against Dampfwyrm!
Dampfwyrm is no longer being stalked by Emelassra the gigantic sandworm tunneler.
Melee retaliation hits Emelassra the gigantic sandworm tunneler for 51 cold, 0 arcane, 51 cold, 0 arcane (103 total damage).
Melee retaliation hits Gobrewen the gigantic sandworm tunneler for 51 cold, 0 arcane (51 total damage).
Gobrewen the gigantic sandworm tunneler hits Dampfwyrm for 1 physical damage.
Emelassra the gigantic sandworm tunneler hits Dampfwyrm for 160 physical, 0 arcane, 3 physical, 11 acid, 17 nature (190 total damage).
Dampfwyrm the level 25 dwarf wyrmic was naturalised to death by Emelassra the gigantic sandworm tunneler on level 1 of Sandworm lair.