
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.5.0Official 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:
Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. Items Vault 1.5.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.5.10This 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 Select your Escorts 1.5.10Allows 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. Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Item Description 1.5.10This 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 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 50 / 1925% |
Size | medium |
Lifes / Deaths | Killed by mecharachnid destroyer at level 8 on the 19th Dusk 122nd year of Ascendancy at 16:57 3 / 4Killed by Gytha the rattlesnake at level 12 on the 47th Dusk 122nd year of Ascendancy at 23:20 Killed by Gytha the rattlesnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 01:32 Killed by Gytha the rattlesnake at level 12 on the 48th Dusk 122nd year of Ascendancy at 05:37 |
Antimagic | Follower |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 79 (base 60) |
Constitution | 103 (base 60) |
Magic | 26 (base 15) |
Willpower | 100.77986325895 (base 60) |
Cunning | 109.92662108632 (base 60) |
Resources
Life | 1740/1740 |
Steam | 112/112 |
Equilibrium | 113 |
Psi | 171/171 |
Healing Factor | 2.1118434377071 |
Regeneration | 1.3726982345096 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 7 |
See Stealth | 106.39350665316 |
See Invisible | 93.393506653162 |
Offense: Mainhand
Damage | 196 |
Accuracy | 54 |
Crit Chance | 45% |
APR | 82 |
Speed | 1.00 |
Offense: Offhand
Damage | 181 |
Accuracy | 54 |
Crit Chance | 47% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.6666666666667 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Nature | +72% |
Lightning | +13% |
Light | +19% |
Acid | +65% |
Blight | +48% |
Physical | +22% |
Fire | +27% |
All | +7% |
Offense: Damage Penetration
Nature | +79% |
Acid | +60% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 110.44504841995 (100%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 30 |
Physical Save | 66 |
Spell Save | 59 |
Mental Save | 78 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 71%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 80% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 80% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 34% for 5 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: 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 844 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 848% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -1109 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Meditation |
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Kinetic Shield |
talent | Acidic Soil |
talent | Antimagic Shield |
talent | Charged Shield |
talent | Icy Skin |
talent | Unstoppable Nature |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by Ivita the naga myrmidon. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Vorolrathra the black mamba. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% acid +12% light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Max.HP +154.00 Blind- +50% Confus- +30% ---------- misc Light +13 See.Stealth +29 See.Invis +16 Track: Puts all charms on 36 cooldown Level 3.3 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 47 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +16 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +27 (+6 eff.) Blind- +100% Silence- +0% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 101.65 arcane damage and stunned). Uses 89 power out of 126/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 27 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 57.14 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +10 Cun +9 Con dps ---------- Phys.pwr +13 (+2 eff.) Melee+ 24 bleed Ranged+ 21 bleed Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn * 16% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +6% nature +6% blight Max.HP +44.00 Disarm- +34% Pinning- +34% Knockbk- +42% ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This harmonious mindstar will complement other natural mindstars. Power 115% Range: 1.1x Uses 138% Wil, 59% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +82 Crit +5.0% Atk.spd 100% Phasing +40% On Hit: * flashes light on your target dealing 105 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +12.00% Mind.pwr +20 (+4 eff.) Dmg.mod +7% nature +5% acid Res.pen +4% nature ----- def ----- Resists +4% nature Die.at -60.00 life Max.HP +40.00 HP.reg +0.40 Heal.mod +26% Heal/summ +54 ---------- misc Equi/ret +4.60 Masteries +0.20 Wild-gift/Harmony 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. |
Around waist | ![]() |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 138% Wil, 39% Cun Dmg Nature slow Mastery Psiblades Acc uses Wil Apr +51 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane On Hit: * flashes light on your target dealing 104 damage While equipped: Stats +4 Cun +12 Wil dps ---------- Mind.crit +8% Crit.mult +12.00% Mind.pwr +24 (+5 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 89.74 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +6 Wil +4 Cun +6 Con dps ---------- Phys.crit +2.0% Mind.crit +5% ----- def ----- Armour +6 Defense +8 (+3 eff.) Resists +30% lightning +14% fire +12% light Phys.save +39 (+10 eff.) Stealth +8 Max.HP +52.00 Stun/Frz- +50% ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +28 Hardiness +0% Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 35.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 45 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 32.26 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 95%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 67.91 physical damage and 191.49 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
![]() 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 (+4 eff.) Spell.save +15 (+4 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +25% nature +25% mind Melee Ret 16 mind Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +27% nature Res.pen +25% lightning +10% nature ----- def ----- Resists +30% lightning Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% nature ----- def ----- Resists +26% light +46% darkness Blind- +28% ---------- misc Light +3 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +5 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +1.10 ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +9% light Res.pen +25% blight ----- def ----- Resists +12% acid +12% light Spell.save +15 (+4 eff.) ---------- misc Mana/turn +0.16 Light +3 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +9.00% Acc +2 (+1 eff.) ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +30% temporal +5% arcane +12% darkness Heal.mod +10% Pinning- +50% Knockbk- +50% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Dmg.mod +9% lightning Res.pen +20% lightning Apr +5 Melee Ret 20 lightning ----- def ----- Resists +30% light +30% darkness Max.HP +40.00 Blind- +49% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +6% blight ----- def ----- Resists +6% nature +7% blight Phys.save +8 (+2 eff.) Spell.save +20 (+5 eff.) Mind.save +9 (+2 eff.) Poison- +13% Disease- +13% ---------- misc Hate/m.crit +3.00 Max.stam +14.00 Max.psi +20.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane +15% cold Max.HP +51.00 HP.reg +1.10 Heal.mod +18% Confus- +15% Knockbk- +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +3 Wil +6 Con dps ---------- Dmg.mod +13% lightning +6% fire Res.pen +15% fire ----- def ----- Armour +8 Resists +26% lightning Phys.save +12 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex +10 Wil +9 Cun dps ---------- Mind.pwr +16 (+3 eff.) Res.pen +5% acid Acc +8 (+3 eff.) Melee Ret 12 blight 12 acid ----- def ----- Resists +3% acid Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% arcane Res.pen +10% lightning Melee Ret 8 arcane On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 26% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Armour +10 Fatigue -13% ---------- misc Max.enc +51 Light +2 Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane ----- def ----- Armour +10 Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +33% ---------- misc Vim/s.crit +1.00 Max.vim +30.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% darkness +9% fire Res.pen +25% fire Acc +12 (+4 eff.) Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% fire Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +8 Cun +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% nature Res.pen +15% nature Acc +11 (+4 eff.) Apr +3 ----- def ----- Resists +9% nature +3% physical Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Con dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% physical Acc +22 (+8 eff.) ----- def ----- Phys.save +30 (+8 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +10 Dex dps ---------- Res.pen +5% light Acc +30 (+10 eff.) Apr +15 On Hit (Melee): * 30% chance to blind ----- def ----- Defense +14 (+5 eff.) Resists +6% blight +6% lightning +6% nature +5% arcane HP.reg +4.50 Stun/Frz- +38% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 89% 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 can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire Res.pen +25% acid +10% fire Melee Ret 12 acid ----- def ----- Resists +24% acid Max.HP +44.00 Disarm- +40% Pinning- +49% Knockbk- +41% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +9% fire Res.pen +25% fire Melee Ret 20 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +40% lightning +15% fire +27% acid Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% lightning +17% nature +3% darkness On Hit (Melee): * 15% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Resists +34% nature +6% darkness Spell.save +13 (+3 eff.) HP.reg +4.20 Stun/Frz- +45% ---------- misc Max.stam +27.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +3 Wil +7 Con dps ---------- Spell.crit +1% Dmg.mod +18% fire Phasing +30% ----- def ----- Armour +4 Resists +13% blight +36% fire +14% nature Phys.save +14 (+4 eff.) Max.HP +60.00 Poison- +21% Disease- +25% ---------- misc Mana/s.crit +1.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +88.00 HP.reg +2.00 Heal.mod +28% Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 light On Hit: * 54% chance to blind * 54% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +21% light +30% physical Res.pen +15% acid ----- def ----- Resists +6% arcane +15% physical Disarm- +15% Confus- +15% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 152% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+3 eff.) Dmg.mod +42% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 178 power out of 146/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 186% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +42 ice While equipped: dps ---------- Res.pen +19% cold ----- def ----- Armour +19 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Disrupt/Master Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +21% physical Acc +21 (+7 eff.) Apr +17 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 184% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +28 fire Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 115% Str, 20% Con Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 5 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 27 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 40% Wil, 120% Str Dmg Phys.bleed Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 195% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 acid On Crit: * splashes the target with acid Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Master Power 176% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +21 (+7 eff.) ----- def ----- Defense +19 (+6 eff.) Disarm- +70% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness Against +27% Living On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% mind +17% darkness Massive two-handed swords. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 129% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 165% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Res.pen +40% physical Acc +15 (+5 eff.) Apr +13 ----- def ----- Armour +6 Resists +12% nature Phys.save +40 (+10 eff.) Heal.mod +10% ---------- misc Telepathy Humanoid/Orc Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 151% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Phys.crit +15.0% Crit.mult +16.00% Res.pen +16% acid +17% fire +15% lightning +17% cold Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 155% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +56 insidious poison On Crit.r2 +24 ice While equipped: dps ---------- Phys.crit +2.0% Spell.crit +1% S.pwr/crit +6 Dmg.mod +3% temporal Res.pen +13% physical +15% cold Phasing +20% Acc +16 (+6 eff.) Apr +15 ----- def ----- Armour +17 Resists +20% temporal Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Arcane/Master Power 173% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +20 fire Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 152% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 acid +19 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 20 temporal ----- def ----- Resists +20% temporal One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 35% Dex, 30% Cun 35% Str Dmg Physical Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 23 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 26.77 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Ego] Disrupt Power 148% Range: 1.3x Uses 40% Wil, 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Against +22% Unnatural While equipped: Stats +6 Wil Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 146% Range: 1.3x Uses 40% Wil, 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+2 eff.) Res.pen +12% physical ----- def ----- Disarm- +28% Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 70% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Crit.mult +0.00% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 157.10 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 80% Wil, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Crit.mult +0.00% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 80% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +7% mind +7% darkness Melee Ret 7 mind 6 darkness ----- def ----- Phys.save +7 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.50 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 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar summons a caller. Power 108% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun +2 Dex dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +18 (+3 eff.) ----- def ----- Armour +4 Resists +3% physical Phys.save +20 (+5 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.psi +41.00 Infravis +2 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 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar will resonate with other psionic mindstars. This natural frost should be returned to the wyrm. Power 107% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 light On Hit.r1 +8 arcane On Crit.r2 +4 light While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% darkness +13% cold +3% light +13% mind Res.pen +11% cold +3% mind +10% arcane Melee Ret 11 ice 2 mind 5 darkness ----- def ----- Armour +7 Resists +4% mind +12% cold Dmg.Resnn +18% ---------- misc Psi/ret +1.70 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 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Crit.mult +0.00% Mind.pwr +8 (+1 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +24.00 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 T4 mindstar 1H weapon [Ego+] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 107% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% arcane Res.pen +9% arcane On Melee Ret: * 17 arcane resource burn ----- def ----- Resists +6% arcane Destroy Magic: (Instant) Puts all charms on 27 cooldown Level 5.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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 T5 mindstar 1H weapon [Rare] Nature Power 122% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning While equipped: dps ---------- Mind.crit +5% Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +9% acid Res.pen +15% mind +10% lightning On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +30 (+8 eff.) Heal.mod +5% ---------- misc Equi/ret +2.50 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 T5 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +13% lightning +23% fire +14% cold ---------- misc Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +19 (+4 eff.) ----- def ----- Max.HP +40.00 HP.reg +1.30 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 T5 mindstar 1H weapon [Rare] Nature Power 117% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+4 eff.) ----- def ----- Armour +8 Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Resists +9% lightning Phys.save +18 (+5 eff.) Spell.save +9 (+2 eff.) Die.at -99.00 life Stun/Frz- +35% 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 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +7.0% Atk.spd 100% Phasing +30% While equipped: Stats +8 Wil dps ---------- Phys.crit +2.0% Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +9% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +5% arcane +9% lightning Phys.save +18 (+5 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Equi/ret +4.00 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 T5 mindstar 1H weapon [Ego] Nature/Disrupt Power 113% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +14% nature On Melee Ret: * Slows global speed by 6% ----- def ----- Resists +6% blight Disease- +17% 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 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 149% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Melee+ +18 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 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! |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 While equipped: Stats +11 Mag dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +23% arcane Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Rare] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: * 40% chance to disease * 40% chance to cause random gloom While equipped: Stats +8 Cun dps ---------- Phys.crit +6.0% Res.pen +25% blight Acc +15 (+5 eff.) ----- def ----- Heal/summ +50 ---------- misc Hate/m.crit +5.00 Max.hate +4.00 Max.psi +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +16% darkness ----- def ----- Defense +5 (+2 eff.) Resists +24% darkness Mind.save +26 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Nature/Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Mind.save +22 (+5 eff.) Max.HP +52.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +9 Wil dps ---------- Melee+ 23 acid 23 fire Dmg.mod +21% blight +9% light +12% mind Res.pen +30% mind Melee Ret 16 acid 13 fire 12 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +27% acid +27% fire +10% mind Mind.save +49 (+10 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Arcane/Master While equipped: Stats +10 Str dps ---------- Melee+ 18 acid 22 fire Melee Ret 13 acid 16 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +30% acid +15% physical +18% darkness +30% fire ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.2 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T5 massive armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +20% light +17% darkness Max.HP +91.00 HP.reg +3.90 Heal.mod +21% A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag ----- def ----- Fatigue -12% Resists +6% nature Max.HP +33.00 ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck dps ---------- Res.pen +5% light ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% nature +3% blight Stealth +6 Cut- +5% ---------- misc T.Disarm +6 Light +1 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Str +4 Mag +3 Wil +3 Cun +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Phys.save +11 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Defense +0 (+0 eff.) Proj.slow +0% ---------- 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. |
![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +7 (+2 eff.) Phys.save +16 (+4 eff.) Mind.save +8 (+2 eff.) Max.HP +69.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +10 Cun +16 Lck ----- def ----- Armour +6 Resists +14% lightning +13% temporal +6% cold +6% mind +6% fire Stealth +23 ---------- misc T.Disarm +49 Infravis +13 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness +5% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +6% acid +14% fire +9% darkness +15% cold Phys.save +23 (+6 eff.) Mind.save +13 (+3 eff.) Max.HP +93.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% blight Res.pen +25% light On Hit (Melee): * 15% chance to blind * 10% chance to disease ----- def ----- Defense +8 (+3 eff.) Resists +0% lightning +12% fire +14% light Stealth +10 Max.HP +43.00 Stun/Frz- +0% 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 [Ego+] Nature While equipped: dps ---------- Acc +19 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +47.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil ----- def ----- Defense +3 (+1 eff.) Mind.save +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +6% Phys.save +0 (+0 eff.) Pinning- +600% Knockbk- +100% Teleport- +0% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 14 out of 20/20. Range 4 Travel.spd 400% of base Is a nature gift a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 53.67 lightning damage. When it reaches its target, it explodes in a radius of 3 for 95.18 lightning damage and 102.76 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats -9 Str +11 Dex +4 Cun +6 Con dps ---------- Dmg.mod +15% light Res.pen +25% light ----- def ----- Armour +5 Fatigue +5% Resists +6% light Phys.save +23 (+6 eff.) Mind.save +14 (+3 eff.) HP.reg +5.10 Heal.mod +28% Rush: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +17 (+6 eff.) Fatigue +3% Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Infravis +1 Evasion: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 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 33% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Wil +6 Con dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +7% physical Melee Ret 8 fire ----- def ----- Armour +5 Fatigue -2% Resists +12% blight +3% temporal Phys.save +6 (+2 eff.) ---------- misc Max.enc +50 Blindside: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% temporal Melee Ret 24 lightning 12 temporal ----- def ----- Armour +5 Fatigue +4% Resists +18% lightning +9% fire +6% temporal Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Stam/turn +1.10 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 12) Puts all charms on 23 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Armour +5 Defense +25 (+8 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 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 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +8% Crit.mult +7.00% Phys.pwr +6 (+1 eff.) Res.pen +15% nature Acc +4 (+2 eff.) Apr +7 Melee Ret 4 nature ----- def ----- Armour +2 Resists +5% blight Phys.save +7 (+2 eff.) Spell.save +14 (+4 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +4 Dex +4 Cun +8 Con dps ---------- Phys.pwr +17 (+3 eff.) Mind.pwr +6 (+1 eff.) Melee+ 32 mind 28 darkness Dmg.mod +9% physical On Hit (Melee): * 25% chance to cause random gloom ----- def ----- Armour +7 Phys.save +13 (+4 eff.) Mind.save -11 (-3 eff.) ---------- misc Stam/turn +0.60 Cooldown Double Strike -1 Ruined Earth: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
![]() 1.5 T5 hands armor [Ego] Arcane/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+4 eff.) Melee+ 18 darkness Dmg.mod +10% darkness ----- def ----- Armour +3 Resists +15% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Wil +0 Cun dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +11% temporal +16% darkness +8% physical Crit.dmg- 15.00% Phys.save +38 (+10 eff.) Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Equi/ret +0.16 Infravis +6 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% Crit.mult +5.00% Dmg.mod +15% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+1 eff.) Resists +22% acid Mind.save +22 (+5 eff.) Confus- -20% Fear- -20% ---------- misc Equi/ret +1.30 Psi/ret +1.60 Hate/ret +1.90 Max.hate +2.00 Hateful Whisper: Puts all charms on 14 cooldown Level 4.0 Pwr.cost 14 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 163 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +10% lightning +11% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +2 Mag +14 Wil +4 Cun +1 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -4% Resists +9% darkness +9% acid Phys.save +12 (+3 eff.) ---------- misc Equi/ret +3.00 Psi/ret +0.90 Hate/ret +2.80 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +3 Cun +7 Con dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +6 Telepathy Dragon A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +10 Str +10 Dex +1 Wil +3 Cun dps ---------- Res.pen +10% mind Apr +4 ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Resists +9% light Mind.save +9 (+2 eff.) Disease- +5% ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% light Apr +8 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Resists +16% mind +6% light Phys.save +21 (+6 eff.) Mind.save +30 (+6 eff.) Confus- +41% ---------- misc Light +3 A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 4.61 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +12% fire +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +11% darkness Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
![]() 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature 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. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +0% light Res.pen +10% arcane Acc +6 (+2 eff.) ----- def ----- Phys.save +11 (+3 eff.) Spell.save +9 (+2 eff.) Max.HP +50.00 Heal.mod +16% ---------- misc Max.mana +40.00 Light +3 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +50.00 ---------- misc Light +6 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+3 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
amazing pain suppressor salve [power 636] amazing pain suppressor salve [power 636]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 224% efficiency and 70% cooldown modifier. Let you fight up to -636 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 89 power out of 100/100 The very essence of bearness! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +2.0% On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Max.HP +20.00 ---------- misc Light +1 Talents +5 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 27 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Str +6 Wil +9 Cun +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +9% blight +15% fire +6% light Crit.dmg- 20.00% ---------- misc Light +3 Infravis +4 Talents +5 Telekinetic Blast Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 8 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Wards +3 physical +4 mind +4 darkness Talents +1 Ward +4 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 147 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +30% acid ----- def ----- Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Resists +3% physical Phys.save +39 (+10 eff.) Die.at -80.00 life Blind- +15% Disease- +15% Pinning- +20% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Teleport randomly (rad 61) Puts all charms on 27 cooldown 100% to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +4 (+0 eff.) Acc +6 (+2 eff.) ----- def ----- Max.HP +40.00 Heal.mod +50% ---------- misc Stam/turn +0.80 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +8 Str dps ---------- Phys.pwr +8 (+1 eff.) Acc +12 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +30 (+8 eff.) Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Acc +6 (+2 eff.) Melee Ret 16 physical ----- def ----- Armour +12 Resists +12% lightning Phys.save +24 (+6 eff.) Heal.mod +30% ---------- misc Max.stam +15.00 Light +4 Talents +5 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ---------- misc See.Invis +6 Telepathy Humanoid/Orc Talents +1 Invoke Tentacle +3 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Remove up to 4 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 9 cooldown 100% to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +6% acid Disarm traps (37 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By DloveOoze the Cornac Oozemancer level 48
55th Regrowth 124th year of Ascendancy at 17:41 see stats
By DloveOoze the Cornac Oozemancer level 48
27th Regrowth 124th year of Ascendancy at 10:21 see stats
By DloveOoze the Cornac Oozemancer level 48
58th Regrowth 124th year of Ascendancy at 20:41 see stats
By DloveOoze the Cornac Oozemancer level 50
21st Pyre 124th year of Ascendancy at 13:38 see stats
By DloveOoze the Cornac Oozemancer level 24
34th Pyre 123rd year of Ascendancy at 06:27 see stats
By DloveOoze the Cornac Oozemancer level 35
22nd Haze 123rd year of Ascendancy at 22:39 see stats
By DloveOoze the Cornac Oozemancer level 9
29th Dusk 122nd year of Ascendancy at 12:24 see stats
By DloveOoze the Cornac Oozemancer level 50
19th Pyre 124th year of Ascendancy at 09:45 see stats
By DloveOoze the Cornac Oozemancer level 43
17th Regrowth 124th year of Ascendancy at 21:51 see stats
By DloveOoze the Cornac Oozemancer level 50
16th Dusk 124th year of Ascendancy at 18:33 see stats
By DloveOoze the Cornac Oozemancer level 22
41st Regrowth 123rd year of Ascendancy at 06:06 see stats
By DloveOoze the Cornac Oozemancer level 29
15th Dusk 123rd year of Ascendancy at 15:13 see stats
By DloveOoze the Cornac Oozemancer level 50
12nd Dusk 124th year of Ascendancy at 15:48 see stats
By DloveOoze the Cornac Oozemancer level 10
39th Dusk 122nd year of Ascendancy at 18:09 see stats
By DloveOoze the Cornac Oozemancer level 20
18th Regrowth 123rd year of Ascendancy at 20:55 see stats
By DloveOoze the Cornac Oozemancer level 30
26th Dusk 123rd year of Ascendancy at 07:47 see stats
By DloveOoze the Cornac Oozemancer level 40
49th Haze 123rd year of Ascendancy at 03:48 see stats
By DloveOoze the Cornac Oozemancer level 50
10th Pyre 124th year of Ascendancy at 00:50 see stats
By DloveOoze the Cornac Oozemancer level 50
8th Flare 124th year of Ascendancy at 14:28 see stats
By DloveOoze the Cornac Oozemancer level 50
16th Dusk 124th year of Ascendancy at 18:31 see stats
By DloveOoze the Cornac Oozemancer level 50
2nd Flare 124th year of Ascendancy at 02:34 see stats
By DloveOoze the Cornac Oozemancer level 17
63rd Haze 122nd year of Ascendancy at 19:54 see stats
By DloveOoze the Cornac Oozemancer level 49
75th Regrowth 124th year of Ascendancy at 04:25 see stats
By DloveOoze the Cornac Oozemancer level 41
76th Haze 123rd year of Ascendancy at 19:42 see stats
By DloveOoze the Cornac Oozemancer level 50
19th Pyre 124th year of Ascendancy at 11:09 see stats
By DloveOoze the Cornac Oozemancer level 11
43rd Dusk 122nd year of Ascendancy at 12:49 see stats
By DloveOoze the Cornac Oozemancer level 50
16th Dusk 124th year of Ascendancy at 18:33 see stats
By DloveOoze the Cornac Oozemancer level 35
37th Haze 123rd year of Ascendancy at 14:29 see stats
By DloveOoze the Cornac Oozemancer level 22
21st Regrowth 123rd year of Ascendancy at 20:23 see stats
By DloveOoze the Cornac Oozemancer level 47
26th Regrowth 124th year of Ascendancy at 18:00 see stats
Log
DloveOoze receives 5 healing.
DloveOoze receives 5 healing.
DloveOoze receives 5 healing.
DloveOoze receives 5 healing.
You pickup 0.85 gold pieces.
You pickup 2.45 gold pieces.
DloveOoze picks up ( .): elven-silk wizard hat (3 def, 0 armour).
DloveOoze picks up (f.): schematic: Saw Shell.
DloveOoze picks up (Y.): flaming voratun mace of massacre (173% power, 6 apr).
DloveOoze picks up (d.): schematic: Flash Powder.
DloveOoze deactivates Unstoppable Nature.
DloveOoze deactivates Psiblades.
DloveOoze deactivates Acidic Soil.
DloveOoze deactivates Kinetic Shield.
DloveOoze deactivates Mitosis.
DloveOoze deactivates Charged Shield.
DloveOoze deactivates Icy Skin.
DloveOoze deactivates Wild Growth.
DloveOoze deactivates Antimagic Shield.
DloveOoze meditates on nature.