









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 21 / 51% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 12) |
| Magic | 63 (base 48) |
| Willpower | 49 (base 39) |
| Cunning | 11 (base 10) |
Resources
| Life | 432/432 |
| Paradox | 300 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 7.6456843422459 |
Speed
| Mental | -8.2378548427187E-12% |
| Attack | -8.2378548427187E-12% |
| Movement | +51.80425806594% |
| Spell | -8.2378548427187E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 8 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 18% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 1% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Lightning | +27% |
| Light | +3% |
| Temporal | +27% |
| Physical | +13% |
| Arcane | +14% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +20% |
| Cold | +13% |
Defense: Base
| Armour (hardiness) | 38.364792412698 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 32 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 46%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 50% |
| Confusion Resistance | 24% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| 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 82 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Reality Smearing |
| talent | Contingency |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Xanoda the forest troll. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed ice ant stinger. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. * '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.' 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 honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +22% Confus Resist +24% Stun Resist +23% A pair of boots made of leather. |
| Light source | Veliba the Shineterror2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +5% lightning +20% light When Hit 2 lightning defense ------ Resistance +3% mind other ------- Light +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. |
| On head | linen wizard hat of the mountain (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+0 eff.) Resistance +10% physical A pointy cloth hat, very wizardly... |
| Tool | Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | copper ring 'Chillumbra'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +12% lightning +3% cold Ignore resists +5% cold defense ------ Armor +4 Resistance +24% lightning Rings make your fingers look great! |
| On fingers | steel ring 'Glorawe'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +7 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Spell save +6 (+3 eff.) Life Regen +3.00 Stun Resist +27% other ------- Max hate +8.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | ash magestaff 'Blazeworm' (111% power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +16.00% Spellpower +9 (+3 eff.) On-Hit 17 fire Damage +15% lightning +15% temporal defense ------ Resistance +6% lightning other ------- See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 7 temporal On-Ranged-Hit 10 temporal Damage +5% arcane +5% temporal defense ------ Armor +2 Resistance +6% temporal 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. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Cuthador the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +9% arcane defense ------ Defense +1 (+0 eff.) Resistance +3% mind Unlife -80.00 life Life Regen +4.00 Knockbk Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Coalbreaker0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +3% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 116; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. 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. |
biting gale rune (damage 64; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 64.41 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 9; resist 15%; move 32%; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 32% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 58; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
warrior's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% lightning defense ------ Armor +4 Resistance +22% lightning Rings make your fingers look great! |
hateful dwarven-steel battleaxe (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 darkness Damage Against +14% Living Massive two-handed battleaxes. |
steel greatmaul of shearing (131% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +7 (+7 eff.) Ignore Armor +9 Massive two-handed mauls. |
Fulodunarig the ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: * 20% chance to reduce armor by 34% While equipped: Stats +5 Dex offense ------ Damage +15% acid Ignore resists +9% physical When Hit 6 acid defense ------ Resistance +3% darkness +6% fire Longbows are used to shoot arrows at your foes. |
ash longbow of dexterity (+3)4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Dex offense ------ Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +3.0% Accuracy +9 (+9 eff.) Longbows are used to shoot arrows at your foes. |
steady ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +5.0% Accuracy +9 (+9 eff.) Longbows are used to shoot arrows at your foes. |
balanced steel longsword of erosion (111% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +22% Sharp, long, and deadly. |
hateful steel longsword of massacre (121% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +6% Living Sharp, long, and deadly. |
steel longsword of phasing (109% power, 14 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +14 Critical Rate +3.0% Attack Speed 100% Ignore Shields +11% Sharp, long, and deadly. |
steel mace 'Sunrace' (109% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 nature While equipped: Stats +3 Wil offense ------ Critical power +10.00% Mindpower +5 (+3 eff.) Damage +12% fire When Hit 2 cold defense ------ Resistance +12% fire other ------- EQ when Hit +0.04 Blunt and deadly. |
Smearrune (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature While equipped: Stats +5 Con offense ------ Mind Crit +1% Mindpower +5 (+3 eff.) Damage +15% nature other ------- See Invisibility +3 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. |
horrifying vined mindstar (81% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 4 darkness Damage +4% mind +3% darkness other ------- 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. |
horrifying vined mindstar (81% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 3 darkness Damage +2% mind +2% darkness other ------- 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. |
horrifying vined mindstar of balance (81% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 4 darkness Damage +3% mind +2% darkness defense ------ Physical save +3 (+3 eff.) Spell save +2 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.80 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. |
horrifying vined mindstar of resolve (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 3 darkness Damage +3% mind +4% darkness defense ------ Spell save +3 (+2 eff.) other ------- 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. |
hungering vined mindstar (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Hate/kill +1.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 50.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% nature defense ------ Resistance +3% blight Disease Resist +11% other ------- 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. |
nature's vined mindstar of balance (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) Disease Resist +10% other ------- EQ when Hit +0.50 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. |
Mayaba the Dourqueller4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +1 Con offense ------ Damage +3% darkness defense ------ Physical save +9 (+9 eff.) Unlife -40.00 life Disarm Resist +10% other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of fire4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 fire While equipped: offense ------ Physical Crit +1.0% Damage +9% fire Accuracy +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff 'Sunkill' (111% power, 3 apr, arcane element) ash magestaff 'Sunkill' (111% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+2 eff.) Damage +15% arcane defense ------ Armor +4 Resistance +15% cold other ------- Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% cold defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of fate (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +15% fire defense ------ Physical save +7 (+7 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of warding (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Armor +6 Hardiness +4% Defense +5 (+2 eff.) Physical save +2 (+2 eff.) other ------- Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Blastblight' (100% power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +15% lightning +10% arcane +9% mind Ignore resists +20% lightning +10% acid defense ------ Defense +6 (+3 eff.) Resistance +6% mind other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 102.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff (111% power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +17.00% Spellpower +10 (+3 eff.) On-Hit 17 fire Damage +15% temporal other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +17.00% Spellpower +10 (+3 eff.) On-Hit 17 fire Damage +15% darkness other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of dampening4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Disrupt/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: defense ------ Resistance +7% acid +8% lightning +8% cold +9% fire +3% all Spell save +7 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Nerawe the Blazepanic (115% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Rare] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Str +5 Wil offense ------ Damage +3% light other ------- Psi when Hit +0.16 Light +3 One-handed war axes. |
Sparkhue (110% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Disrupt/Master Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Deals 53 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+6 eff.) Accuracy +6 (+6 eff.) When Hit 4 lightning defense ------ Defense +7 (+3 eff.) Resistance +18% lightning Disarm Resist +24% One-handed war axes. |
dwarven-steel waraxe 'Glarehacker' (121% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +6 darkness Damage Against +10% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Spell Crit +1% Physical Power +8 (+8 eff.) Spellpower/crit +8 Damage +6% light Ignore Shields +10% One-handed war axes. |
Ce'Newyn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +3 (+2 eff.) Damage +9% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Physical save +6 (+6 eff.) A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Boltbloom (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +12% blight Ignore resists +15% blight +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +6 (+3 eff.) Physical save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Flashvault' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +6 Con offense ------ Damage +6% lightning defense ------ Defense +1 (+0 eff.) other ------- Infravision +1 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 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+10 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. |
Zinariyon (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Dex +3 Wil +3 Cun offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +7% all other ------- Infravision +2 See Invisibility +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +11% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +9% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +6% blight +9% all Mind save +15 (+8 eff.) Life +50.00 Life Regen +2.00 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Damage +6% acid +5% physical +8% fire +10% cold defense ------ Resistance +10% acid +13% physical +10% fire +13% cold +11% all Spell save +20 (+9 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +8% nature defense ------ Resistance +9% all Poison Resist +23% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% cold defense ------ Resistance +9% all +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +7% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanumina (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +5 Mag +3 Wil offense ------ Damage +6% arcane Accuracy +20 (+15 eff.) Ignore Armor +1 defense ------ Armor +1 Spell save +9 (+5 eff.) other ------- Stamina/turn +1.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
Manaroddalathalar the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 7 acid 7 cold 7 nature Damage +3% acid +5% cold +4% nature defense ------ Armor +2 Resistance +6% acid +21% cold +7% nature +3% light 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 fire Damage +5% fire Accuracy +13 (+12 eff.) defense ------ Armor +2 Resistance +6% fire 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. |
Cracklebreeze the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +5% lightning When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% arcane +6% cold A cap made of leather. |
Zubeth (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% blight +9% fire +6% nature +6% darkness Mind save +9 (+5 eff.) Life +40.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Singesnake' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mindpower +20 (+10 eff.) Damage +6% mind Ignore resists +10% fire When Hit 8 mind defense ------ Defense +1 (+0 eff.) Resistance +6% fire +6% cold A pointy cloth hat, very wizardly... |
cleansing steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% nature +11% blight Life +34.00 Life Regen +1.00 Healmod +11% A suit of armour made of mail. |
dwarven-steel mail armour 'Lisedhekira' (3 def, 11 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Wil +1 Mag offense ------ Damage +9% arcane +6% blight defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue +12% Resistance +25% acid +7% cold +5% arcane Spell save +13 (+7 eff.) other ------- Max vim +20.00 Breathe water A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.60 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid A suit of armour made of mail. |
Snowdeath the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +6 Str +1 Cun offense ------ Critical power +5.00% Ignore resists +10% cold defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% physical +10% darkness +9% cold Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Hate-on-crit +4.00 Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
cured leather armour of temporal resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% temporal A suit of armour made of leather. |
hardened leather armour 'Bregachik' (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: offense ------ Damage +6% blight Ignore resists +5% acid When Hit 4 acid 6 blight defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +6% blight +20% fire +18% cold Life Regen +3.40 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% physical Physical save +12 (+11 eff.) Life Regen +2.80 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
Genn the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Master While equipped: Stats +2 Mag +4 Con offense ------ Damage +9% mind defense ------ Armor +7 Fatigue +22% Resistance +16% acid +9% fire +3% darkness +5% arcane A suit of armour made of metal plates. |
enlightening steel plate armour of implacability (0 def, 14 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +14 Fatigue +17% Physical save +6 (+6 eff.) Mind save +11 (+6 eff.) A suit of armour made of metal plates. |
steel plate armour 'Amesin' (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: Stats +2 Con offense ------ Spellpower +10 (+3 eff.) defense ------ Armor +9 Fatigue +22% Resistance +18% lightning +12% temporal Crit Resistance 15.00% Spell save +6 (+3 eff.) A suit of armour made of metal plates. |
shocking steel shield (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 lightning When Hit 4 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield of fire resistance (+17%) (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of accuracy (19/19, 118% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +7 Critical Rate +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
8 agate0.0 Encumbrance 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. |
103 alchemist agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yvesevena the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Ignore resists +15% mind +10% physical defense ------ Fatigue -4% Resistance +1% physical Physical save +9 (+9 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
Mardaziladil2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +1% defense ------ Physical save +3 (+3 eff.) Life +42.00 Confus Resist +10% other ------- Max hate +8.00 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. |
preserving brass lantern of clarity2.0 Encumbrance T1 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con defense ------ Resistance +5% blight Mind save +5 (+3 eff.) Life Regen +2.00 other ------- Light +3 See Stealth +6 See Invisibility +6 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
pouch of steel shots of persecution (18/18, 119% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Disrupt Weapon Damage 120% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 Damage Against +10% Unnatural +7% Unliving Shots are used with slings to pummel your foes to death. |
innervating ash totem of healing [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Radhiruilach the ash wand of clairvoyance [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +12% acid Physical save +3 (+3 eff.) Life Regen +4.00 Healmod +10% Reveal the area around you, dispelling darkness (radius 10, power 70 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of lightning storm [power 272] (19 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (345 total damage) Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 150] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 150 fire damage Puts all charms on 15 turn cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Alto the Cornac Paradox Mage level 10
79th Haze 122nd year of Ascendancy at 12:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Alto the Cornac Paradox Mage level 20
42nd Regrowth 123rd year of Ascendancy at 13:42 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Alto the Cornac Paradox Mage level 17
26th Regrowth 123rd year of Ascendancy at 19:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Alto the Cornac Paradox Mage level 12
3rd Decay 122nd year of Ascendancy at 15:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Alto the Cornac Paradox Mage level 15
3rd Regrowth 123rd year of Ascendancy at 18:20 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Alto the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 03:19 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Alto picks up (5.): cured leather armour of temporal resistance (6 def, 4 armour).
You pickup 0.70 gold pieces.
Alto picks up (D.): infernal ash starstaff (111% power, 3 apr, temporal element).
Alto picks up (A.): ash magestaff of illumination (111% power, 3 apr, cold element).
Alto picks up (B.): ash vilestaff of fate (111% power, 3 apr, fire element).
Alto picks up (J.): dwarven-steel waraxe 'Glarehacker' (121% power, 4 apr).
Alto picks up (m.): balanced steel longsword of erosion (111% power, 3 apr).
Alto picks up ( .): steel shield of fire resistance (+17%) (0 def, 4 armour, 42 block).
Alto picks up (9.): steel mail armour of acid resistance (2 def, 6 armour).
Alto picks up (9.): rejuvenating steel mail armour (2 def, 6 armour).
Alto picks up (h.): hateful dwarven-steel battleaxe (138% power, 2 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Alto picks up ( .): innervating ash totem of healing [power 194] (15 cooldown).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.











































































































