












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Time Shield Tracking 1.3.0Improves the status icon for the Time Shield effect conferred by the Time Shield and Temporal Shield talents, showing both the remaining strength and the remaining duration of the shield. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Nightmare Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 31 / 98% |
Size | big |
Lifes / Deaths | Killed by gigantic corrosive tunneler at level 19 on the 9th Allure 123rd year of Ascendancy at 19:43 0 / 6Killed by Belonne the fox at level 20 on the 6th Regrowth 123rd year of Ascendancy at 13:49 Killed by Islona the ghoul at level 26 on the 12nd Pyre 123rd year of Ascendancy at 23:45 Killed by Aerurebeth the elven cultist at level 26 on the 18th Pyre 123rd year of Ascendancy at 02:03 Killed by grave wight at level 29 on the 34th Pyre 123rd year of Ascendancy at 15:43 Killed by Emelamira the cave troll at level 31 on the 61st Pyre 123rd year of Ascendancy at 07:32 |
Primary Stats
Strength | 61 (base 58) |
Dexterity | 23 (base 14) |
Constitution | 16 (base 13) |
Magic | 81 (base 60) |
Willpower | 9 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 850/850 |
Insanity | 100/100 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.13001655783% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 21.855343200023 |
See Invisible | 36.855343200023 |
Offense: Mainhand
Damage | 158 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +91% |
Light | +9% |
Mind | +5% |
Blight | +15% |
Physical | +8% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +91% |
Acid | +15% |
Mind | +5% |
Temporal | +13% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 3 |
Physical Save | 30 |
Spell Save | 45 |
Mental Save | 26 |
Defense: Resistances
Arcane | + 20%( 70%) |
Mind | + 30%( 70%) |
All | + 16%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 23%( 70%) |
Light | + 35%( 70%) |
Temporal | + 49%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 19%( 70%) |
Fire | + 49%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 330 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 32 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -332 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 332 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
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 failed to protect the injured seer from death by ghoulking. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Xaniravea the green ooze. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Yvygassra the large brown snake. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Res.pen +16% darkness +13% temporal ----- def ----- Armour +3 Resists +5% lightning +21% temporal +16% darkness Def/telep +18 Res/telep +14% Dur/telep +15% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% darkness Melee Ret 6 darkness ----- def ----- Resists +5% arcane +6% fire ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.crit +8% Mind.pwr +7 (+5 eff.) Dmg.mod +12% fire +8% darkness +8% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +18% fire +9% darkness +9% physical Phys.save +3 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+5 eff.) Max.HP +40.00 ---------- misc Max.hate +7.00 Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 36 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature 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: 510 Base Damage: 253 Armor: 13 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +25% darkness +5% mind Melee Ret 8 mind ----- def ----- Resists +3% mind +3% cold Spell.save +13 (+4 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Mag dps ---------- Res.pen +15% darkness Melee Ret 6 darkness ----- def ----- Armour +7 Defense +9 (+5 eff.) Phys.save +12 (+6 eff.) ---------- misc See.Invis +15 A belt that goes around your waist. |
In main hand | ![]() 12.0 T3 greatsword 2H weapon Reqs Wil 18 Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 9 mind Dmg.mod +5% mind +6% darkness On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce damage dealt by 9% ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +6% temporal +9% nature +6% light 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. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +22% darkness Res.pen +15% acid ----- def ----- Defense +15 (+7 eff.) Resists +6% mind +12% temporal +33% darkness +13% all Spell.save +6 (+2 eff.) Disease- +10% Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness ----- def ----- Defense +6 (+3 eff.) Resists +15% fire +16% light +13% darkness Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 11 light 9 darkness Dmg.mod +9% light +8% darkness On Melee Ret: * 8% chance to reduce damage dealt by 9% * 8% chance to blind ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -279 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 279 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 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 490% 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. |
![]() 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 472% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 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 increase movement speed by 728% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 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 57 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 296 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. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 137 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% physical Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +3 Dex +4 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Resists +2% physical +6% temporal Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Con ----- def ----- Armour +6 Resists +3% acid ---------- misc Psi/ret +0.12 Max.hate +10.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +11 (+3 eff.) Apr +7 ----- def ----- Defense +10 (+5 eff.) Phys.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 135% 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! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Silence- +24% ---------- misc Mana/turn +0.21 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +10% darkness Melee Ret 10 nature ----- def ----- Resists +6% acid +9% cold ---------- misc Vim/s.crit +1.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane +3% mind Res.pen +10% mind +5% acid ----- def ----- Resists +12% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 30.5 - 45.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +2 Wil +1 Cun dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 46.0 - 69.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +26 Crit +7.5% Atk.spd 100% Phasing +17% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +34% Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.5 - 40.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +8 nature On Crit.r2 +16 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: dps ---------- Dmg.mod +6% nature +9% blight Res.pen +25% blight ----- def ----- Resists +3% blight Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +20 acid On Crit.r2 +16 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: dps ---------- Dmg.mod +9% light Melee Ret 10 acid 4 darkness ----- def ----- Resists +12% acid Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 23.0 - 32.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 19.0 - 26.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +4.5% Atk.spd 100% Phasing +13% On Hit: * Create an explosion dealing 79 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +20% cold Res.pen +10% cold One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+6 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +14 lightning +4 light While equipped: Stats +4 Cun +2 Mag dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +6% light Phys.save +18 (+9 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 36.0 - 50.4 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +12 temporal +20 arcane On Hit.r1 +17 fire On Crit.r2 +20 acid +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 34% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +12% darkness ----- def ----- Resists +18% darkness +9% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+5 eff.) Dmg.mod +7% darkness +10% physical Res.pen +5% darkness +9% physical Apr +5 ----- def ----- Armour +6 Resists +6% acid +9% nature +9% all HP.reg +4.00 ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +4 Dex dps ---------- Mind.pwr +2 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Resists +6% nature +3% light Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil +1 Cun +1 Con dps ---------- Mind.crit +1% ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 nature 2 light ----- def ----- Resists +6% light HP.reg +0.60 Heal.mod +10% ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +3 Cun +4 Con dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Mind.save +10 (+5 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +2 Resists +6% darkness Poison- +10% Confus- +20% Stun/Frz- +10% Teleport- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning +6% darkness Res.pen +25% lightning +10% nature ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Resists +3% mind +1% physical Phys.save +20 (+10 eff.) Mind.save +11 (+6 eff.) Heal.mod +15% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.30 Max.stam +12.00 Infravis +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +3 Resists +12% acid +15% temporal Max.HP +80.00 HP.reg +4.00 Disease- +20% ---------- misc Stam/turn +0.90 Max.stam +22.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% 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 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature +9% darkness Apr +5 ----- def ----- Armour +4 Fatigue +3% Resists +18% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +3 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +13% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% blight +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +7% temporal Cut- +20% Confus- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +3.60 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% darkness Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +20% darkness Spell.save +8 (+3 eff.) ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +3 (+3 eff.) ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Phys.save +3 (+2 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+3 eff.) Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +3% lightning Max.HP +40.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% darkness Die.at -40.00 life Cut- +20% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +27% mind +12% darkness Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Resists +13% light +18% darkness A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Mind.crit +7% Crit.mult +20.00% Res.pen +10% mind Melee Ret 10 lightning ----- def ----- Armour +4 Fatigue +4% Mind.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% cold Melee Ret 8 cold ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Invis +9 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +20 (+3 eff.) Melee Ret 2 physical ----- def ----- Max.HP +45.00 ---------- misc Max.stam +20.00 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Resists +3% temporal Phys.save +6 (+3 eff.) Heal.mod +10% ---------- 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Wil dps ---------- Dmg.mod +9% physical Acc +30 (+8 eff.) Apr +2 ----- def ----- Resists +3% physical ---------- misc Max.psi +20.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% mind ----- def ----- Resists +11% nature Cut- +20% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Dex +2 Mag +7 Con ----- def ----- Phys.save +9 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Max.HP +48.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +8% Crit.mult +20.00% Spell.pwr +20 (+5 eff.) Melee Ret 6 arcane ---------- misc Max.mana +80.00 Blast the opponent's mind dealing 268 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 232 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 9% ----- def ----- Resists +9% lightning 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: 240 Base Damage: 105 Armor: 7 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Ashen, Writing One the Ogre Writhing One level 19
4th Regrowth 123rd year of Ascendancy at 12:02 see stats
By Ashen, Writing One the Ogre Writhing One level 31
55th Pyre 123rd year of Ascendancy at 11:09 see stats
By Ashen, Writing One the Ogre Writhing One level 23
2nd Pyre 123rd year of Ascendancy at 05:44 see stats
By Ashen, Writing One the Ogre Writhing One level 11
30th Dusk 122nd year of Ascendancy at 07:52 see stats
By Ashen, Writing One the Ogre Writhing One level 30
44th Pyre 123rd year of Ascendancy at 17:57 see stats
By Ashen, Writing One the Ogre Writhing One level 19
9th Allure 123rd year of Ascendancy at 06:01 see stats
By Ashen, Writing One the Ogre Writhing One level 29
43rd Pyre 123rd year of Ascendancy at 01:38 see stats
By Ashen, Writing One the Ogre Writhing One level 10
12nd Dusk 122nd year of Ascendancy at 21:49 see stats
By Ashen, Writing One the Ogre Writhing One level 20
5th Regrowth 123rd year of Ascendancy at 15:09 see stats
By Ashen, Writing One the Ogre Writhing One level 30
44th Pyre 123rd year of Ascendancy at 05:31 see stats
By Ashen, Writing One the Ogre Writhing One level 23
63rd Regrowth 123rd year of Ascendancy at 21:49 see stats
By Ashen, Writing One the Ogre Writhing One level 25
11st Pyre 123rd year of Ascendancy at 18:40 see stats
By Ashen, Writing One the Ogre Writhing One level 11
41st Dusk 122nd year of Ascendancy at 22:07 see stats
By Ashen, Writing One the Ogre Writhing One level 21
20th Regrowth 123rd year of Ascendancy at 23:24 see stats
By Ashen, Writing One the Ogre Writhing One level 10
18th Dusk 122nd year of Ascendancy at 13:19 see stats
By Ashen, Writing One the Ogre Writhing One level 21
16th Regrowth 123rd year of Ascendancy at 14:03 see stats
By Ashen, Writing One the Ogre Writhing One level 13
53rd Dusk 122nd year of Ascendancy at 01:21 see stats
By Ashen, Writing One the Ogre Writhing One level 21
16th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Ashen, Writing One the Ogre Writhing One level 25
10th Pyre 123rd year of Ascendancy at 08:31 see stats
By Ashen, Writing One the Ogre Writhing One level 17
72nd Haze 122nd year of Ascendancy at 06:07 see stats
By Ashen, Writing One the Ogre Writhing One level 30
51st Pyre 123rd year of Ascendancy at 09:05 see stats
By Ashen, Writing One the Ogre Writhing One level 29
43rd Pyre 123rd year of Ascendancy at 01:40 see stats
Log
Ashen, Writing One is pinned to the ground.
Something misses Ashen, Writing One.
Something hits Ashen, Writing One for (86 absorbed), 0 physical, (3 absorbed), 0 fire (0 total damage).
Ashen, Writing One misses Something.
Ashen, Writing One misses Something.
Talent Teleport: Kroshkkur is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Carrion Feet is ready to use.
Greater Weapon Focus from Emelamira the cave troll misses Ashen, Writing One.
Something hits Ashen, Writing One for (95 absorbed), 0 physical, (3 absorbed), 0 fire, (34 absorbed), 0 physical, (3 absorbed), 0 temporal (0 total damage).
Ashen, Writing One misses Something.
Ashen, Writing One misses Something.
Ashen, Writing One no longer seems to be in sync with his ally.
Talent Decayed Devourers is ready to use.
Talent Horrific Display is ready to use.
Talent Worm that Walks is ready to use.
Your shield crumbles under the damage!
The shield around Ashen, Writing One crumbles.
Greater Weapon Focus from Emelamira the cave troll performs a melee critical strike against Ashen, Writing One!
Something misses Ashen, Writing One.
Ashen, Writing One shrugs off Something's 'Deep Wound'!
Greater Weapon Focus from Emelamira the cave troll hits Ashen, Writing One for 252 physical damage.
Something hits Ashen, Writing One for (62 absorbed), 169 physical, 4 fire (173 total damage).
Ashen, Writing One the level 31 ogre writhing one was raked to death by Emelamira the cave troll on level 2 of Lost Dwarven Kingdom of Reknor.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Ashen, Writing One!