












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Low Health Popup 1.1.0Pops 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: Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.10This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Faerie |
Class | Rogue |
Level / Exp | 50 / 31% |
Size | tiny |
Lifes / Deaths | Killed by venom drake at level 15 on the 70th Dusk 122nd year of Ascendancy at 03:24 / 3Killed by greater multi-hued wyrm at level 16 on the 71st Dusk 122nd year of Ascendancy at 18:18 Killed by greater teluvorta at level 24 on the 37th Haze 122nd year of Ascendancy at 07:28 |
Primary Stats
Strength | 73 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 58 (base 60) |
Magic | 73 (base 58) |
Willpower | 74 (base 60) |
Cunning | 97 (base 60) |
Resources
Life | 991/991 |
Mana | 249/751 |
Stamina | 393/393 |
Equilibrium | 0 |
Healing Factor | 1.8157894736842 |
Regeneration | 27.796258372328 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +80.922087544359% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 16 |
See Stealth | 91.328907915018 |
See Invisible | 105.32890791502 |
Stealth | 71.718776884913 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, animal/canine |
Offense: Mainhand
Damage | 220 |
Accuracy | 87 |
Crit Chance | 113% |
APR | 56 |
Speed | 1.11 |
Offense: Offhand
Damage | 178 |
Accuracy | 87 |
Crit Chance | 121% |
APR | 58 |
Speed | 1.11 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Acid | +61% |
Nature | +61% |
Darkness | +61% |
Blight | +76% |
Mind | +49% |
Fire | +52% |
All | +46% |
Offense: Damage Penetration
Nature | +40% |
Arcane | +15% |
Physical | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (72.493946731235%) |
Defense | 75 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 61 |
Mental Save | 54 |
Defense: Resistances
Blight | + 22%( 70%) |
Physical | + 22%( 70%) |
Nature | + 15%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 405 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 551 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Throwing knives | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Faerie | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.41 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Stealth |
talent | Numbing Poison |
talent | Lacerating Strikes |
talent | Leeching Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 12.2 and stamina regeneration by 3.1. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 79 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 252 - 353 Accuracy: 104 (knife) APR: 60 Crit Chance: +129% Crit mult: 208% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +81% Defense: +45 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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. They asked about the staff. | 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Kate. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1348. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. 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 storm wyrm claw. * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +0.50 Mana/turn +0.15 Max.mana +37.00 Max.stam +21.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 35 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +7 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Crit.mult +10.00% Phys.pwr +9 (+2 eff.) Dmg.mod +3% mind +12% nature +10% all Res.pen +25% nature ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +11% physical Phys.save +8 (+2 eff.) ---------- misc Telepathy Dragon A cap made of leather. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Dex dps ---------- Dmg.mod +3% nature Res.pen +15% arcane +15% nature Acc +7 (+1 eff.) Apr +12 ----- def ----- Armour +8 Mind.save +7 (+3 eff.) Max.HP +54.00 HP.reg +2.90 ---------- misc Stam/turn +0.60 Max.stam +15.00 Unarmed combat: Power 32.0 - 35.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +15 Apr +13 Crit +5.0% Atk.spd 100% On Hit.r1 +4 arcane On Hit: 10% Slumber 5 On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% fire Melee Ret 12 blight ----- def ----- Spell.save +18 (+5 eff.) ---------- misc Mana/turn +0.16 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +11% blight Acc +8 (+1 eff.) Apr +9 ----- def ----- Defense +17 (+4 eff.) Rng.Def +9 (+2 eff.) Resists +11% blight Blind- +23% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 39.5 - 51.4 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Res.pen +9% physical Acc +8 (+1 eff.) Apr +10 Sharp, short and deadly. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Evasion: (Instant) Level 5.2 Pwr.cost 27 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 37% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 40% Wil, 35% Cun, 105% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 35 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.40 acid and 23.39 blight damage. If not cleared after five turns it will inflict 132.81 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Str +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Max.HP +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +27% all ----- def ----- Defense +5 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 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 instantly heal yourself for 258 and cleanse 1 wound and 1 poison effect. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 400 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.72 nature damage per turn for 7 turns, and reducing the target's healing received by 42%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 104 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -256 life. It will always increase your three highest stats. 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 ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 105.12 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 393 damage for 5 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 651.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 53 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Con ----- def ----- Fatigue -12% Mind.save +8 (+3 eff.) Confus- +22% ---------- misc Psi/ret +0.12 Light +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 127.68 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 28 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex +6 Mag +3 Cun ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Light +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+2 eff.) Apr +14 ----- def ----- Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +17 (+5 eff.) Mind.save +11 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Mag +5 Cun +8 Con dps ---------- Spell.crit +4% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% acid ----- def ----- Armour +9 Defense +9 (+2 eff.) ---------- misc Vim/s.crit +7.00 Max.vim +32.00 Max.N.En +39.00 Wards +3 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +26 (+7 eff.) Dmg.mod +30% fire ----- def ----- Resists +10% darkness +11% temporal Anom.red +23 Def/telep +32 Res/telep +15% Dur/telep +17% ---------- misc Max.mana +103.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 74.0 - 118.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Acc +14 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Nature Power 42.0 - 58.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 temporal +12 nature +23 cold One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 45.5 - 59.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Psionic Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +4% acid ----- def ----- HP.reg +2.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 cold While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Apr +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 45.5 - 59.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +12% acid +10% fire +7% lightning +9% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +10% physical Acc +11 (+2 eff.) ---------- misc Stam/ret +1.00 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature This natural mindstar calls for a summoner. This natural sand should be returned to the wyrm. Power 16.0 - 17.6 Mind Uses 90% Wil, 50% Mag, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +13% acid +9% fire +12% cold +31% physical Res.pen +3% acid +3% fire +5% cold +19% physical Melee Ret 15 physical ----- def ----- Resists +18% physical Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 T5 sling 1H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +5 nature While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +11% nature ----- def ----- Resists +6% all Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +7% physical +7% temporal +7% all Res.pen +7% temporal +7% physical ----- def ----- Defense +2 (+1 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +11% physical +9% temporal +9% all Res.pen +8% temporal +9% physical ----- def ----- Defense +3 (+1 eff.) Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +8 (+2 eff.) Dmg.mod +12% acid +9% physical +16% light +13% cold +10% fire +14% darkness ----- def ----- Defense +5 (+1 eff.) Resists +15% acid +16% physical +10% fire +16% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% darkness Melee Ret 8 lightning 12 physical On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Armour +15 Defense +10 (+3 eff.) Fatigue +8% Resists +13% acid +10% cold +6% lightning Mind.save +11 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Str +8 Dex ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Phys.save +19 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T4 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 15 acid 15 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +20% acid +14% fire A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +8 Dex +7 Cun +5 Lck dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +9% darkness +12% acid Res.pen +25% darkness Melee Ret 8 darkness ----- def ----- Resists +9% darkness Stealth +11 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +7% darkness Res.pen +6% darkness ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Resists +11% darkness Stealth +6 ---------- misc Infravis +1 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Wil +2 Cun dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Acc +3 (+0 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+5 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% mind Melee Ret 8 lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% mind +30% lightning HP.reg +5.50 Heal.mod +30% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +13 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +4% Resists +9% acid +9% fire +14% lightning +9% cold 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 [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T3 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +6% Mind.crit +6% Crit.mult +11.00% ----- def ----- Armour +2 Unarmed combat: Power 23.0 - 25.3 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +10.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Ego++] Arcane While equipped: Stats +12 Mag +10 Wil dps ---------- Melee+ 4 acid 7 lightning 6 fire 12 arcane 7 cold ----- def ----- Armour +3 Resists +8% arcane Unarmed combat: Power 27.0 - 29.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +12 ice +17 lightning +12 fire +9 arcane +16 acid On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +10% temporal A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% nature Spell.save +5 (+2 eff.) Max.HP +107.00 Heal.mod +28% A cap made of leather. |
![]() 3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Apr +4 Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 401.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 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 When used as an alchemist bomb: Additional 25 arcane damage 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 When used as an alchemist bomb: Bomb damage +15% 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Life regen 5% of max life 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% When used as an alchemist bomb: Additional 10 physical repulsion damage 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage 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 When used as an alchemist bomb: Bomb damage +20% 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% mind +12% acid Max.HP +40.00 Disarm- +5% Pinning- +10% ---------- misc Light +2 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 T5 lite [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+1 eff.) ----- def ----- Resists +7% cold +8% temporal Blind- +36% Confus- +24% Def/telep +16 Res/telep +16% Dur/telep +18% ---------- misc Stam/turn +1.00 Light -1 Infravis +7 See.Stealth +15 See.Invis +22 Track: Puts all charms on 35 cooldown Level 3.9 Pwr.cost 35 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 48 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 70 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 43.06 cold damage and 43.06 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +0 Dex +0 Mag dps ---------- Acc +0 (+0 eff.) ----- def ----- Defense +0 (+0 eff.) Resists +0% blight Res.Cap +0% blight ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 167 for 7 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 lightning +2 temporal +2 blight +5 fire +2 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 421 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Kate the Faerie Rogue level 37
25th Regrowth 123rd year of Ascendancy at 15:12 see stats
By Kate the Faerie Rogue level 36
23rd Regrowth 123rd year of Ascendancy at 18:43 see stats
By Kate the Faerie Rogue level 41
40th Regrowth 123rd year of Ascendancy at 09:02 see stats
By Kate the Faerie Rogue level 40
37th Regrowth 123rd year of Ascendancy at 13:25 see stats
By Kate the Faerie Rogue level 20
6th Haze 122nd year of Ascendancy at 23:19 see stats
By Kate the Faerie Rogue level 44
22nd Pyre 123rd year of Ascendancy at 04:05 see stats
By Kate the Faerie Rogue level 15
66th Dusk 122nd year of Ascendancy at 00:52 see stats
By Kate the Faerie Rogue level 41
49th Regrowth 123rd year of Ascendancy at 02:12 see stats
By Kate the Faerie Rogue level 38
34th Regrowth 123rd year of Ascendancy at 03:57 see stats
By Kate the Faerie Rogue level 37
32nd Regrowth 123rd year of Ascendancy at 05:46 see stats
By Kate the Faerie Rogue level 23
35th Haze 122nd year of Ascendancy at 12:02 see stats
By Kate the Faerie Rogue level 21
23rd Haze 122nd year of Ascendancy at 00:59 see stats
By Kate the Faerie Rogue level 27
51st Haze 122nd year of Ascendancy at 06:47 see stats
By Kate the Faerie Rogue level 42
49th Regrowth 123rd year of Ascendancy at 05:34 see stats
By Kate the Faerie Rogue level 23
25th Haze 122nd year of Ascendancy at 18:59 see stats
By Kate the Faerie Rogue level 10
8th Mirth 122nd year of Ascendancy at 12:39 see stats
By Kate the Faerie Rogue level 20
6th Haze 122nd year of Ascendancy at 17:56 see stats
By Kate the Faerie Rogue level 30
8th Allure 123rd year of Ascendancy at 08:56 see stats
By Kate the Faerie Rogue level 40
34th Regrowth 123rd year of Ascendancy at 17:10 see stats
By Kate the Faerie Rogue level 50
35th Pyre 123rd year of Ascendancy at 10:23 see stats
By Kate the Faerie Rogue level 12
3rd Flare 122nd year of Ascendancy at 10:01 see stats
By Kate the Faerie Rogue level 27
50th Haze 122nd year of Ascendancy at 06:15 see stats
By Kate the Faerie Rogue level 37
29th Regrowth 123rd year of Ascendancy at 14:18 see stats
By Kate the Faerie Rogue level 19
6th Haze 122nd year of Ascendancy at 08:08 see stats
By Kate the Faerie Rogue level 39
34th Regrowth 123rd year of Ascendancy at 06:34 see stats
By Kate the Faerie Rogue level 43
63rd Regrowth 123rd year of Ascendancy at 11:54 see stats
By Kate the Faerie Rogue level 45
23rd Pyre 123rd year of Ascendancy at 05:10 see stats
By Kate the Faerie Rogue level 26
48th Haze 122nd year of Ascendancy at 10:14 see stats
By Kate the Faerie Rogue level 28
60th Haze 122nd year of Ascendancy at 17:33 see stats
By Kate the Faerie Rogue level 18
74th Dusk 122nd year of Ascendancy at 07:30 see stats
By Kate the Faerie Rogue level 35
23rd Regrowth 123rd year of Ascendancy at 02:31 see stats
Log
Resting starts...
Talent Flurry is ready to use.
Talent Rush is ready to use.
Talent Fey Dust is ready to use.
Talent Fey Speed is ready to use.
Rested for 57 turns.
Resting starts...
Rested for 58 turns.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Kate deactivates Apply Poison.
Kate activates Apply Poison.
Kate deactivates Precise Strikes.
Kate activates Precise Strikes.
Kate deactivates Trained Reactions.
Kate activates Trained Reactions.
Kate deactivates Lacerating Strikes.
Kate activates Lacerating Strikes.
Kate deactivates Leeching Poison.
Kate activates Leeching Poison.
Kate deactivates Numbing Poison.
Kate activates Numbing Poison.
Kate deactivates Leeching Poison.
Kate deactivates Trained Reactions.
Kate deactivates Lacerating Strikes.
Kate deactivates Numbing Poison.
Kate deactivates Stealth.
Kate deactivates Apply Poison.
Kate deactivates Precise Strikes.