









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. 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:
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Wyarm Evolution for Wyrmic 1.7.6Adds Wyarm evolution for Wyrmic. - Wyarm Combat Mastery: The mastery talent for unarmed combat. All icons were made by https://game-icons.net/ . 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Hekatonkheire |
| Level / Exp | 18 / 53% |
| Size | huge |
| Lifes / Deaths | Killed by arcane crystal at level 5 on the 5th Mirth 122nd year of Ascendancy at 07:15 / 2Killed by Cyrumima the black bear at level 18 on the 27th Haze 122nd year of Ascendancy at 22:38 |
Primary Stats
| Strength | 73 (base 43) |
| Dexterity | 20 (base 17) |
| Constitution | 40 (base 14) |
| Magic | 38 (base 30) |
| Willpower | 12 (base 9) |
| Cunning | 17 (base 10) |
Resources
| Life | 615/615 |
| Mana | 212/212 |
| Hands | 100/100 |
| Healing Factor | 1.5222297605397 |
| Regeneration | 4.9472467217539 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 38 |
| Crit Chance | 4% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +3% |
| Physical | +9% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Acid | +10% |
| Fire | +5% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 27.5 (43.579428603723%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 15 |
| Physical Save | 39 |
| Spell Save | 27 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 14%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 8%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 35% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Helping Hands | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Titanic Blows | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Shambler | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Harming Hands | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Splintered Lord | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Headless Horror | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Otherside | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thirsty Teeth |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | 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. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. | 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 | Morningtitan (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% fire +5% cold Die.at -20.00 life ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
| On hands | brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +12.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Emuthra the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% acid Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 26% * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Duvykalthorab the Frigidrebel0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% lightning Res.pen +5% cold ----- def ----- Resists +24% lightning +9% fire +6% nature Rings make your fingers look great! |
| On fingers | Glimmershaper0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +5% light ----- def ----- Fatigue -5% Resists +6% lightning +6% light +5% arcane ---------- misc Max.enc +24 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | steel greatmaul 'Aeroldavea' (132% power, 14 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +14 Crit +2.0% Atk.spd 100% Phasing +16% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% physical Acc +12 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+5 eff.) Disarm- +35% Massive two-handed mauls. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | Hellscutter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% fire Acc +3 (+1 eff.) Apr +3 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% cold +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Betuldara2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Inventory
healing infusion of the warrior (heal 227; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 139; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 476%; cd 8)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 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; magical; dur 3; cd 12)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 magical 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 19%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 136; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 136.29 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune of the warrior (damage 251; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 251.18 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 61; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 126; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 126 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 395; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 395 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +11% darkness Blind- +23% Amulets make your neck look great! |
starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +13% darkness Blind- +20% Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Lightningspiker the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% cold Res.pen +5% lightning ----- def ----- Resists +22% cold Rings make your fingers look great! |
Zerobers0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +8 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +5% temporal Acc +7 (+2 eff.) ----- def ----- Resists +12% temporal Spell.save +8 (+4 eff.) Rings make your fingers look great! |
marksman's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% darkness Acc +4 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
psionicist's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +6 (+6 eff.) Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +24.00 Disarm- +21% Pinning- +25% Knockbk- +21% Rings make your fingers look great! |
savior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+7 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Confus- +21% Rings make your fingers look great! |
warrior's steel ring of aether (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +4 Resists +10% arcane Rings make your fingers look great! |
Stokequell the iron battleaxe (105% power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Rare] Arcane Power 106% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit.r1 +12 fire On Hit: * 9% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Dmg.mod +6% mind +12% fire Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +3% blight Massive two-handed battleaxes. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
hateful iron dagger of massacre (113% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master/Psionic Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living Sharp, short and deadly. |
steel dagger 'Shadebraid' (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Power 106% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 temporal +4 darkness +4 mind On Hit.r1 +7 fire While equipped: dps ---------- Dmg.mod +3% mind Acc +6 (+2 eff.) Melee Ret 4 darkness ----- def ----- Defense +6 (+3 eff.) Resists +6% darkness +5% temporal Disarm- +32% Sharp, short and deadly. |
steel dagger of erosion (101% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
Gunyrelach the Blazenull (129% power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 130% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +1 Con ----- def ----- Resists +3% acid ---------- misc Infravis +1 Massive two-handed mauls. |
Zubyyakira (126% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 mind On Hit.r1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +5 Cun +3 Wil dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Mind.save +9 (+9 eff.) ---------- misc Psi/ret +0.12 Massive two-handed swords. |
arcing iron greatsword (112% power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 112% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed swords. |
flaming iron greatsword of daylight (110% power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 110% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 light Against +12% Undead On Hit.r1 +10 fire Massive two-handed swords. |
steel greatsword of massacre (143% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
truestriking steel greatsword (127% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +14 (+4 eff.) Apr +9 Massive two-handed swords. |
Eremedunadan (105% power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 nature While equipped: ----- def ----- Armour +8 Resists +3% mind Crit.chn- 10.00% Blind- +10% Stun/Frz- +20% Knockbk- +10% Blunt and deadly. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
horrifying vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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.) Melee+ 5 mind 3 darkness Dmg.mod +3% mind +4% 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. |
Emovena4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Dmg.mod +18% arcane Res.pen +5% all Acc +19 (+6 eff.) Apr +7 ---------- misc Max.hate +2.00 Slings are used to hurl stones or metal shots at your foes. |
elm magestaff 'Eilinuma' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature 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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +2 Defense +21 (+11 eff.) Resists +9% temporal Phys.save +3 (+1 eff.) Knockbk- +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 56.49 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. |
potent ash vilestaff of might (115% power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +17% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of might (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [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 +8% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aduldakira (104% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living While equipped: Stats +1 Str +1 Dex +3 Wil ---------- misc Max.psi +20.00 Infravis +3 See.Invis +12 One-handed war axes. |
Nimbuslace (102% power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 lightning +16 cold +7 nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% lightning +15% acid One-handed war axes. |
arcing iron waraxe of crippling (105% power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego+] Arcane/Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
flaming steel waraxe of daylight (101% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +9% Undead On Hit.r1 +5 fire One-handed war axes. |
steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% fire +6% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dazzlewire (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% light Res.pen +5% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chargebraid' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +6% acid Res.pen +5% blight Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +10% temporal +12% darkness +6% acid Def/telep +12 Res/telep +10% Dur/telep +12% 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. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Mind.save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all Mind.save +18 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Rags of the Sanctuary of corrosion (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hailpride (4 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +1 Mag +4 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +2% Resists +12% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 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. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
Tasta the Flamefear (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 ---------- misc Stam/turn +2.00 Max.stam +10.00 Unarmed combat: Power 101% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of strength (+2) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 Unarmed combat: Power 102% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Venomsting the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +9% nature +5% cold A pointy cloth hat, very wizardly... |
cleansing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
insulating linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +5% cold A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Samidil' (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +4 Con ----- def ----- Armour +2 Fatigue +1% Resists +6% mind Teleport- +10% ---------- misc Infravis +1 A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 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 37.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +34.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 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. |
Getha the steel shield (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% On Hit (Melee): * 5% chance to reduce all saves and defense by 15 On Melee Ret: * 13% chance to reduce all saves and defense by 15 ----- def ----- Armour +4 Fatigue +8% Resists +21% acid +6% fire +5% lightning +5% cold ---------- misc Max.vim +10.00 Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield 'Lorynarigen' (0 def, 4 armour, 35 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 24 lightning 6 fire Dmg.mod +3% temporal Res.pen +15% blight Melee Ret 3 lightning 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +9% blight ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 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. |
dwarven-steel pickaxe 'Xyyamira' (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Armour +2 Resists +6% darkness +6% fire +3% mind +11% nature Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Layuldawe [power 110] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex +1 Con dps ---------- Acc +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Die.at -20.00 life ---------- misc Stam/turn +1.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 267 Base Damage: 110 Armor: 3 All Resist: 1 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 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. |
Rainwing [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Melee Ret 2 nature ---------- misc Infravis +1 Fire a magical bolt dealing 100 cold damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wildwrack [power 176] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Res.pen +5% nature ---------- misc Max.vim +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (197 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 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. |
2 citrine0.0 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Arm-guy the Ogre Hekatonkheire level 10
9th Flare 122nd year of Ascendancy at 19:13 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Arm-guy the Ogre Hekatonkheire level 16
21st Haze 122nd year of Ascendancy at 10:42 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Arm-guy the Ogre Hekatonkheire level 10
3rd Dusk 122nd year of Ascendancy at 23:07 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Arm-guy the Ogre Hekatonkheire level 16
21st Haze 122nd year of Ascendancy at 08:30 see stats
Log
Poison from Giant venus flytrap hits Arm-guy for 14 nature damage.
Arm-guy uses Titan's Grasp.
Titan's Grasp from Arm-guy hits Giant venus flytrap for 59 physical damage.
Poison from Giant venus flytrap hits Arm-guy for (3 to grasping hands), 13 nature (13 total damage).
Titan's Grasp from Arm-guy hits Giant venus flytrap for 59 physical damage.
Poison from Giant venus flytrap hits Arm-guy for (3 to grasping hands), 16 nature (16 total damage).
Titan's Grasp from Arm-guy hits Giant venus flytrap for 59 physical damage.
Titan's Grasp from Arm-guy killed Giant venus flytrap!
Arm-guy stops being poisoned.
Resting starts...
Talent Titan's Grasp is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 116 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 108 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 108 turns (stop reason: at exit).





















































































