












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 26 / 6% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter (wild summon) at level 22 on the 24th Dearth 122nd year of Ascendancy at 11:36 0 / 7Killed by thief at level 24 on the 13rd Loss 122nd year of Ascendancy at 08:33 Killed by Silomiba the slaver at level 24 on the 19th Iron 123rd year of Ascendancy at 04:23 Killed by Belaba the hummerhorn at level 25 on the 10th Steel 123rd year of Ascendancy at 10:46 Killed by Gliriath the Thug at level 25 on the 22nd Steel 123rd year of Ascendancy at 04:16 Killed by Ariyada the large brown snake at level 25 on the 22nd Steel 123rd year of Ascendancy at 06:56 Killed by Iserewen the skeleton magus at level 26 on the 29th Steel 123rd year of Ascendancy at 15:29 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 27 (base 12) |
| Constitution | 25 (base 12) |
| Magic | 69 (base 57) |
| Willpower | 54 (base 48) |
| Cunning | 31 (base 12) |
Resources
| Mana | 290/574 |
| Psi | 134/144 |
| Life | -153/738 |
| Positive | 88/125 |
| Insanity | 68/100 |
| Healing Factor | 1.2745178243369 |
| Regeneration | 9.2402542264425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 37 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 37 |
| Crit Chance | 26% |
| APR | 23 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +76% |
| Light | +28% |
| Temporal | +11% |
| Nature | +9% |
| Arcane | +19% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +32% |
| Lightning | +35% |
| Light | +30% |
| Temporal | +33% |
| Cold | +60% |
| Arcane | +30% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 11 (55.65183292883%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 32%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 36%( 70%) |
| Mind | + 27%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 377 damage for 6 turns. Its effects scale with your Constitution 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1014% for 10 turns (81 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Demented / Path of horror | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. 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 skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Crystalline Yew magestaff (25-30 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Unique] Arcane A part of set. Power 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +3% Phys.pwr +12 (+4 eff.) Spell.pwr +21 (+5 eff.) Dmg.mod +10% arcane +25% lightning ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
| Quiver | Quiver of the Sun (25/25, 34-47 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| On hands | Grinuleg the Sleettitan (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.crit +7% Spell.pwr +11 (+3 eff.) Mind.pwr +7 (+2 eff.) Melee+ 25 mind 27 darkness Dmg.mod +6% mind Res.pen +5% mind +5% cold On Hit (Melee): * 19% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness +9% cold +9% mind +7% light Mind.save -5 (-3 eff.) ---------- misc Mana/turn +0.18 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Rimequarry2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +15 (+5 eff.) Res.pen +10% cold ----- def ----- Die.at -60.00 life Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xeranor (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +4 Dex +4 Wil +4 Cun +4 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Fatigue +4% Resists +6% mind Crit.chn- 10.00% ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Hurorand the Dawnfury (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +2 Cun +5 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +7% physical +9% light +3% mind Res.pen +5% light ----- def ----- Armour +4 Fatigue +3% Resists +9% light HP.reg +5.00 Heal.mod +15% ---------- misc Psi/ret +0.04 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Stormblight [power 155] (3/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +3% lightning +12% cold Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 36. 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Issykor'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% lightning +3% mind ----- def ----- Resists +22% lightning ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
| On fingers | copper ring 'Chillwolf'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +11% lightning Res.pen +20% cold Acc +20 (+7 eff.) Apr +3 ----- def ----- Resists +22% lightning +1% physical Rings make your fingers look great! |
| Around neck | gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +35.00 Amulets make your neck look great! |
| In main hand | yew magestaff 'Xerilaith' (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +6% mind ----- def ----- Resists +15% blight +6% temporal Crit.chn- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Woerain1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) ---------- misc Light +3 Infravis +2 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | cashmere cloak 'Chargekin' (12 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +10% lightning ----- def ----- Defense +12 (+4 eff.) Fatigue -4% Resists +11% darkness +15% temporal Die.at -60.00 life HP.reg +2.00 Def/telep +18 Res/telep +11% Dur/telep +22% 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. |
| Main armor | Elenoblek the Venomvengeance (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +11% temporal +19% light +9% nature +9% arcane +8% physical Res.pen +8% temporal +5% arcane +7% physical ----- def ----- Resists +3% nature +5% arcane +28% light +11% all Anom.red +12 ---------- misc Mana/turn +0.21 Max.mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 638%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 638% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the wizard (regen 1091% over 10 turns; mana 54; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1091% for 10 turns (87 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shatter afflictions rune of the psychic (absorb 111; 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 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 111 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 Willpower 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 wizard (absorb 100; cd 15)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 100 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. |
2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Glebrebeth the Umbraparry0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% light Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Fatigue -6% Resists +3% darkness +6% lightning HP.reg +2.00 Amulets make your neck look great! |
Malekan the Chargewell0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Str +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% lightning Res.pen +15% fire ----- def ----- Resists +14% blight +16% nature +15% lightning Mind.save +8 (+4 eff.) Poison- +28% Disease- +31% Confus- +16% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
copper amulet 'Armitir'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid Res.pen +20% acid ----- def ----- Resists +6% cold +5% arcane +3% light Phys.save +3 (+1 eff.) Confus- +20% Amulets make your neck look great! |
restful steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
starlit copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +13% light +11% darkness Blind- +21% Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +30.00 Amulets make your neck look great! |
Brightspawner the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +5% nature +15% fire Melee Ret 4 fire ----- def ----- Resists +40% fire Rings make your fingers look great! |
Xerenn0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Spell.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +11% darkness +6% blight ----- def ----- Resists +22% darkness Spell.save +21 (+10 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
psionicist's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Acc +10 (+4 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Mind.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of nature (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Phys.save +8 (+4 eff.) Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +26.00 Disarm- +25% Pinning- +28% Knockbk- +24% Rings make your fingers look great! |
Ebonystreaker the steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 darkness Against +16% Living While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +18% acid +4% physical +6% darkness +6% blight Phys.save +6 (+3 eff.) Die.at -80.00 life Pinning- +20% Massive two-handed battleaxes. |
Bleakstalker (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 22% While equipped: Stats +4 Str dps ---------- Mind.crit +2% Spell.pwr +20 (+5 eff.) Dmg.mod +6% darkness +8% physical Phasing +30% Acc +7 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.hate +2.00 Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
flaming dwarven-steel dagger of enduring (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Nature Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +31.00 Sharp, short and deadly. |
iron dagger 'Dimpunish' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +9% Undead On Crit.r2 +12 darkness While equipped: Stats +4 Str +4 Dex +6 Con dps ---------- Melee Ret 8 darkness Sharp, short and deadly. |
Ivoth the elm longbow4.0 T1 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 lightning +8 mind While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +17% lightning ----- def ----- Phys.save +9 (+4 eff.) Die.at -80.00 life ---------- misc Reload +4 Stam/turn +3.00 Longbows are used to shoot arrows at your foes. |
penetrating ash longbow4.0 T2 longbow 2H weapon [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
Kinetic Focus (6-6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun 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 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 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. |
mossy mindstar 'Kigorn' (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +6% cold +2% physical +6% mind +3% temporal Die.at -40.00 life HP.reg +4.00 ---------- 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. |
projecting vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun 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 (+1 eff.) Dmg.mod +6% lightning +7% fire +6% cold ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
Cyrisevea (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning +12% acid Res.pen +15% acid +15% blight Melee Ret 4 blight ----- def ----- Armour +8 Defense +8 (+3 eff.) ---------- misc Mana/turn +0.12 Equi/ret +0.12 Max.hate +2.00 Max.psi +50.00 Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% lightning ----- def ----- HP.reg +0.60 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arcbender1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +6% cold ----- def ----- Resists +18% lightning +5% arcane +12% darkness Phys.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Dimsear'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +14 (+5 eff.) Dmg.mod +6% nature +12% physical Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Spell.save +8 (+4 eff.) Die.at -80.00 life ---------- misc Stam/turn +2.00 Size +1 A belt that goes around your waist. |
Bregurand the cashmere cloak (32 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +32 (+9 eff.) Resists +6% blight +1% physical +3% light +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Viperreaper (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +12% cold Res.pen +25% mind Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +2 (+1 eff.) Phys.save +11 (+5 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ce'Nera' (10 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Con +2 Wil dps ---------- Res.pen +5% physical ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +7% acid +2% physical +25% cold +7% fire +7% lightning Phys.save +8 (+4 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of lightning (+30%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +20% lightning ----- def ----- Resists +30% lightning +13% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Urthidodin (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +7 Cun +3 Wil dps ---------- Mov.spd +10% Melee Ret 4 acid ----- def ----- Armour +3 Fatigue -4% Mind.save +18 (+9 eff.) Max.HP +41.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
scholar's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +3 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Woepain (15 def, 18 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane +6% cold Res.pen +10% darkness Apr +3 ----- def ----- Armour +18 Defense +15 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Hurogrim' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +6 Wil +11 Mag dps ---------- Crit.mult +10.00% Spell.pwr +7 (+2 eff.) Mind.pwr +15 (+5 eff.) Melee+ 4 arcane Dmg.mod +15% arcane Res.pen +20% mind ----- def ----- Armour +2 Fatigue +3% Resists +8% arcane 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. |
Belyriamira the Venomspawn (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +12% temporal +16% mind +6% light Mind.save +18 (+9 eff.) Confus- +34% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Manurek the Frostknight (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% cold ---------- misc Equi/ret +0.12 Breathe water A cap made of leather. |
aegis cashmere wizard hat of time (+12%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +2 (+1 eff.) Resists +12% temporal Shield.pwr +6% HP.reg +2.40 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Aredar' (7 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +3 Cun +5 Con dps ---------- Dmg.mod +3% temporal Acc +6 (+2 eff.) Melee Ret 4 temporal On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% Def/telep +10 Res/telep +10% Dur/telep +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 144.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.80 Max.mana +44.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
iron helm 'Ragedrabers' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% acid +7% fire +7% cold +15% nature +6% lightning Crit.chn- 10.00% Phys.save +9 (+4 eff.) Spell.save +9 (+5 eff.) Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Hettyralin' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +1.00 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
Tempestresolve the steel mail armour (27 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +10 Con dps ---------- Res.pen +10% lightning Apr +4 ----- def ----- Armour +16 Defense +27 (+8 eff.) Fatigue +20% Resists +7% darkness +7% fire +5% arcane -13% light Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) A suit of armour made of mail. |
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. |
75 alchemist agate0.0 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 onyx0.0 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Getadunahek the Hailbrace (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Melee Ret 8 cold ----- def ----- Armour +6 Resists +7% fire +8% darkness +2% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Korodunantir' (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +6% fire Die.at -80.00 life Max.HP +80.00 Heal.mod +20% Poison- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
garnet0.0 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 119% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
steel torque of gale force 'Hetteleg' [power 175] (3/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Resists +12% temporal ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 201 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of gale force [power 135] (3/18 cooldown)2.0 T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 155 physical damage Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
Chalosus the ash totem of healing [power 200] (3/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Dex +3 Wil +2 Con dps ---------- Dmg.mod +6% acid Res.pen +15% acid ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Voryth' [power 122] (3/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% arcane Apr +1 ----- def ----- Armour +14 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 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. |
2 quartz0.0 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. |
2 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. |
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
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Storm of Hades the Drem Adventurer level 11
29th Profit 122nd year of Ascendancy at 16:14 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Storm of Hades the Drem Adventurer level 23
29th Dearth 122nd year of Ascendancy at 19:17 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Storm of Hades the Drem Adventurer level 25
3rd Steel 123rd year of Ascendancy at 23:59 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Storm of Hades the Drem Adventurer level 10
8th Profit 122nd year of Ascendancy at 09:29 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Storm of Hades the Drem Adventurer level 20
14th Dearth 122nd year of Ascendancy at 09:34 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Storm of Hades the Drem Adventurer level 24
13rd Loss 122nd year of Ascendancy at 16:20 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Storm of Hades the Drem Adventurer level 16
1st Dearth 122nd year of Ascendancy at 11:42 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Storm of Hades the Drem Adventurer level 24
13rd Loss 122nd year of Ascendancy at 04:04 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Storm of Hades the Drem Adventurer level 11
10th Profit 122nd year of Ascendancy at 03:50 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Storm of Hades the Drem Adventurer level 15
25th Wealth 122nd year of Ascendancy at 13:39 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Storm of Hades the Drem Adventurer level 24
20th Iron 123rd year of Ascendancy at 19:02 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Storm of Hades the Drem Adventurer level 23
30th Dearth 122nd year of Ascendancy at 09:33 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Storm of Hades the Drem Adventurer level 18
12nd Dearth 122nd year of Ascendancy at 03:02 see stats
Log
You are asleep and unable to move!
You are asleep and unable to move!
Velymina the skeleton magus is less vulnerable.
Velymina the skeleton magus uses Supercharge Bullets.
Velymina the skeleton magus tweaks some of his bullets.
Velymina the skeleton magus strafes with his steamguns!
Storm of Hades is no longer out of phase.
Storm of Hades's Beyond the Flesh misses Velymina the skeleton magus.
Talent Carrion Feet is ready to use.
Talent Phase Door is ready to use.
Burning from Iserewen the skeleton magus hits Storm of Hades for 66 fire damage.
Velymina the skeleton magus's Strafe performs a ranged critical strike against Storm of Hades!
Storm of Hades is crippled.
Velymina the skeleton magus's Strafe hits Storm of Hades for 168 physical damage.
Velymina the skeleton magus's Strafe hits Storm of Hades for 133 physical damage.
Storm of Hades is no longer sleeping.
Storm of Hades's arcane area effect hits Velymina the skeleton magus for 35 arcane damage.
Storm of Hades's arcane area effect hits Iserewen the skeleton magus for 51 arcane damage.
Veloba the skeleton magus casts Flame.
Veloba the skeleton magus hits Velymina the skeleton magus for 72 fire damage.
Veloba the skeleton magus hits Storm of Hades for 113 fire damage.
Velymina the skeleton magus casts Flame.
Talent Track is ready to use.
Talent Temporal Shield is ready to use.
Velymina the skeleton magus hits Storm of Hades for 102 fire damage.
Burning from Iserewen the skeleton magus hits Storm of Hades for 72 fire damage.
Storm of Hades the level 26 drem adventurer was flamed to death by Iserewen the skeleton magus on level 2 of Ruined halfling complex.
You carry too much--you are encumbered!
Drop some of your items.



























































































































