











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 22 / 50% |
Size | medium |
Lifes / Deaths | Killed by Salemira the grannor'vor at level 6 on the 19th Voratun 122nd year of Ascendancy at 17:23 0 / 6Killed by Gora the cave bear at level 13 on the 10th Profit 122nd year of Ascendancy at 12:03 Killed by Poridhemira the giant spider at level 21 on the 4th Wealth 122nd year of Ascendancy at 19:25 Killed by St. Wardie's Inner Demon at level 22 on the 5th Wealth 122nd year of Ascendancy at 06:05 Killed by Emeleba the bandit at level 22 on the 5th Wealth 122nd year of Ascendancy at 18:50 Killed by Xumira the bandit lord at level 22 on the 6th Wealth 122nd year of Ascendancy at 12:42 |
Primary Stats
Strength | 23 (base 19) |
Dexterity | 8 (base 10) |
Constitution | 16 (base 10) |
Magic | 54 (base 46) |
Willpower | 39 (base 30) |
Cunning | 24 (base 20) |
Resources
Life | -118/674 |
Mana | 270/371 |
Equilibrium | 55 |
Steam | 100/100 |
Healing Factor | 1.1545771506545 |
Regeneration | 2.5977985889726 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
Offense: Mainhand
Damage | 53 |
Accuracy | 38 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 38 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Acid | +3% |
Light | +24% |
Lightning | +13% |
Darkness | +4% |
Arcane | +16% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Defense: Base
Armour (hardiness) | 38.551211628464 (73.607947236566%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 29 |
Physical Save | 31 |
Spell Save | 39 |
Mental Save | 37 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 9%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Darkness | + 7%( 70%) |
Light | + 37%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 10%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 21% |
Pinning Resistance | 22% |
Stun Resistance | 71% |
Poison Resistance | 10% |
Knockback Resistance | 62% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +21% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold Mind.save +6 (+3 eff.) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.80 to 98.39 lightning damage (65.59 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Melee+ 6 acid 7 darkness 12 light Dmg.mod +3% acid +4% darkness +5% light Melee Ret 4 light ----- def ----- Armour +2 Resists +7% acid +7% darkness +7% light ---------- misc Max.hate +6.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 125.30 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +11% nature +9% light ----- def ----- Resists +22% nature ---------- misc Mana/turn +0.04 Max.vim +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Crit.chn- 10.00% Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% temporal Mind.save +3 (+1 eff.) HP.reg +2.00 Poison- +10% Disease- +10% Pinning- +22% Stun/Frz- +10% Knockbk- +22% Amulets make your neck look great! |
In main hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane A part of set. When used to Attack: Power 106% Range: 1.2x Uses 100% Str Dmg Arcane Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Handheld deflection devices. Transformed with the power of the Spellblaze. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Max.HP +30.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +11 Fatigue +17% Resists +9% blight Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Die.at -20.00 life Cut- +10% Stun/Frz- +20% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 blight, 4 nature, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con ----- def ----- Resists +6% lightning +14% light +21% fire +5% arcane +14% darkness Blind- +29% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +18% acid +6% fire +10% light Res.pen +10% acid +30% cold +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex +2 Mag +3 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid +18% nature ----- def ----- Defense +5 (+5 eff.) ---------- misc Hate/m.crit +2.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.41 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+5 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +6 Dmg.mod +35% darkness Res.pen +5% darkness ----- def ----- Armour +6 Defense +9 (+9 eff.) Resists +5% arcane ---------- misc Max.P.En +5.00 Max.N.En +5.00 Wards +3 darkness Talents +2 Ward +1 Command Staff On Spell Hit: 10% Curse of Death 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego+] Master Power 110% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 temporal On Hit: * Create an explosion dealing 73 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +12% cold ----- def ----- Resists +13% temporal Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Nature Power 112% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +12% all Acc +23 (+8 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 physical While equipped: Stats +2 Str dps ---------- Phys.crit +17.0% Crit.mult +22.00% Apr +8 ----- def ----- Armour +6 ---------- misc See.Invis +3 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Cun dps ---------- Res.pen +10% mind ----- def ----- Resists +15% nature ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Max.psi +20.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +14% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 nature On Hit: * 20% chance to reduce armor by 32% While equipped: Stats +4 Str dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +7% physical Res.pen +10% blight Acc +8 (+3 eff.) ----- def ----- Spell.save +9 (+3 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 darkness While equipped: Stats +4 Mag dps ---------- Res.pen +8% physical Acc +10 (+4 eff.) Apr +8 ----- def ----- Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 130% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +8 lightning On Crit.r2 +8 lightning While equipped: Stats +4 Wil ---------- misc Equi/ret +0.08 Max.psi +50.00 Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.60 ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 43.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% acid +7% fire +7% cold +6% physical Res.pen +3% acid +3% fire +3% cold +3% physical ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Heal/summ +19 ---------- misc Equi/ret +1.10 Max.summ +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 5 darkness Dmg.mod +6% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning 4 physical 3 fire 3 acid 4 cold ----- def ----- Resists +4% lightning +3% physical +4% cold +2% fire +4% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Melee+ +8 nature On Hit.r1 +12 light Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% light +15% mind Melee Ret 4 mind ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam When used to Attack: Block +40 While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +14% arcane Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Nature/Steamtech Power 127% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam When used to Attack: On Hit: * 13% chance to reduce armor by 32% While equipped: dps ---------- Melee+ 7 acid Melee Ret 6 acid ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Steamtech Power 128% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam When used to Attack: Melee+ +11 fire While equipped: Stats +1 Str dps ---------- Melee Ret 1 fire ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% Resists +11% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +20 nature On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% light Res.pen +10% mind +11% physical Melee Ret 4 nature On Hit (Ranged): * 20% chance to reduce all saves and defense by 20 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str +5 Wil +7 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Max.HP +33.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +5 Dex +7 Mag +5 Wil +5 Cun +5 Con dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +10 (+5 eff.) Dmg.mod +11% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 136% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master/Psionic Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 135% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +43 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +6% lightning +3% physical Spell.save +6 (+2 eff.) Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +8% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+12 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 28.80 to 36.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +5% physical +10% fire +11% cold ----- def ----- Resists +6% lightning +5% cold +15% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +11% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +13% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 48.71 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +15 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Mind.save +13 (+5 eff.) A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Resists +8% fire +8% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +7% light +7% darkness Max.HP +42.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +11% darkness Res.pen +12% darkness +15% light ----- def ----- Defense +2 (+2 eff.) Resists +12% darkness Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness Melee Ret 2 cold ----- def ----- Defense +2 (+2 eff.) Resists +18% cold +3% nature +3% darkness Phys.save +8 (+4 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+2 eff.) Resists +11% darkness +16% temporal Spell.save +8 (+3 eff.) Def/telep +15 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +42.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind Res.pen +25% mind +10% nature Melee Ret 2 mind ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Defense +10 (+10 eff.) Fatigue +2% Resists +3% temporal +9% blight +5% fire +3% nature +6% cold Crit.chn- 5.00% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +12% acid ----- def ----- Armour +8 Fatigue +3% Crit.chn- 10.00% ---------- misc Infravis +2 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +6% light +6% cold +12% lightning +3% darkness Phys.save +11 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% darkness +6% fire Res.pen +8% physical On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +6% temporal +3% darkness Phys.save +10 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +8% blight +8% nature +3% acid Silence- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% cold Res.pen +20% arcane +10% light ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane +21% cold ---------- misc Infravis +5 See.Stealth +9 See.Invis +12 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 37% and attempts to push all creatures other than yourself out of its radius, inflicting 9.21 light damage and 7.73 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Wil +2 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +9% fire +10% cold Spell.save +3 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Melee Ret 8 physical ----- def ----- Armour +5 Fatigue +3% Resists +8% lightning +10% temporal +3% light Phys.save +9 (+5 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Mind.pwr +15 (+8 eff.) Dmg.mod +9% mind Acc +25 (+9 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% cold +12% light +11% darkness ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Wil ----- def ----- Armour +4 Fatigue +4% Resists +3% temporal Max.HP +40.00 Disease- +20% ---------- misc Psi/ret +0.04 Max.psi +20.00 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +20% mind On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +12% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (334 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 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? |
Achievements
By St. Wardie the Dwarf Stone Warden level 21
4th Wealth 122nd year of Ascendancy at 12:45 see stats
By St. Wardie the Dwarf Stone Warden level 10
5th Profit 122nd year of Ascendancy at 08:33 see stats
By St. Wardie the Dwarf Stone Warden level 20
31st Profit 122nd year of Ascendancy at 16:49 see stats
By St. Wardie the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 05:23 see stats
By St. Wardie the Dwarf Stone Warden level 9
2nd Profit 122nd year of Ascendancy at 16:02 see stats
By St. Wardie the Dwarf Stone Warden level 17
21st Profit 122nd year of Ascendancy at 16:13 see stats
By St. Wardie the Dwarf Stone Warden level 17
19th Profit 122nd year of Ascendancy at 16:55 see stats
Log
Xumira the bandit lord's Strafe hits St. Wardie for (55 to stone), 0 physical (0 total damage).
Xumira the bandit lord's Strafe hits St. Wardie for (54 to stone), 0 physical, (8 flat reduction), 0 blight (0 total damage).
St. Wardie hits Xumira the bandit lord for (11 flat reduction), 6 lightning (6 total damage).
St. Wardie uses Rockwalk.
St. Wardie receives 260 healing from Rockwalk.
Xumira the bandit lord is free from the stone vine.
Xumira the bandit lord shoots!
Xumira the bandit lord's Shoot performs a ranged critical strike against St. Wardie!
The stone shield around St. Wardie explodes!
Xumira the bandit lord's Shoot performs a ranged critical strike against St. Wardie!
LOW HEALTH WARNING!
Xumira the bandit lord's Shoot hits St. Wardie for (24 to stone), 68 physical, 8 blight (76 total damage).
Xumira the bandit lord's Shoot hits St. Wardie for 90 physical, 17 fire (107 total damage).
St. Wardie hits Xumira the bandit lord for (11 flat reduction), 154 arcane, 3 healing (154 total damage) [3 healing].
St. Wardie hits Xumira the bandit lord for (11 flat reduction), 6 lightning (6 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
St. Wardie casts Eldritch Fury.
Xumira the bandit lord is weakened by the darkness!
St. Wardie misses Xumira the bandit lord.
Evasive Shots fires a retaliatory shot at St. Wardie!
St. Wardie hits Xumira the bandit lord for (11 flat reduction), 36 nature, (11 flat reduction), 0 cold, (6 flat reduction), 0 acid, (11 flat reduction), 3 light, (11 flat reduction), 7 light, (11 flat reduction), 8 arcane, (6 flat reduction), 0 darkness, (11 flat reduction), 20 nature, (6 flat reduction), 0 acid, (11 flat reduction), 3 light, (11 flat reduction), 7 light, (11 flat reduction), 8 arcane, (6 flat reduction), 0 darkness, (11 flat reduction), 19 nature, (6 flat reduction), 0 acid, (11 flat reduction), 3 light, (11 flat reduction), 7 light (122 total damage).
St. Wardie killed Xumira the bandit lord!
Xumira the bandit lord's Evasive Shots hits St. Wardie for 90 physical damage.
Xumira the bandit lord's Evasive Shots hits St. Wardie for 97 physical, 8 blight (104 total damage).
St. Wardie the level 22 dwarf stone warden was ground to death by Xumira the bandit lord on level 1 of The Maze.