










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Demons |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Garden Gnome |
| Class | Discordant |
| Level / Exp | 53 / 64% |
| Size | tiny |
| Lifes / Deaths | Killed by Eluriatta the naga myrmidon at level 25 on the 105th Vengeance 123rd year of Ascendancy at 00:21 4 / 3Killed by Silith the yaech diver at level 25 on the 105th Vengeance 123rd year of Ascendancy at 10:45 Killed by King Tolak the Fair at level 50 on the 165th Vengeance 123rd year of Ascendancy at 12:58 |
Primary Stats
| Strength | 75 (base 48) |
| Dexterity | 18 (base 13) |
| Constitution | 51 (base 41) |
| Magic | 35 (base 10) |
| Willpower | 122.82671208996 (base 60) |
| Cunning | 138.56598144328 (base 60) |
Resources
| Life | 1184/1184 |
| Equilibrium | 24 |
| Psi | 789/802 |
| Healing Factor | 1.4650573052842 |
| Regeneration | 82.171790681718 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.21446945945% |
Vision
| Sight | 15 |
| Lite | 9 |
| Infravision | 16.923009049187 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 81 |
| Crit Chance | 53% |
| APR | 82 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 173 |
| Accuracy | 81 |
| Crit Chance | 53% |
| APR | 82 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 125 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +42% |
| Fire | +25% |
| Nature | +25% |
| Mind | +70% |
| Physical | +42% |
| Cold | +18% |
| All | +15% |
Offense: Damage Penetration
| Darkness | +68% |
| Light | +62% |
| Mind | +78% |
| Nature | +70% |
| Physical | +93% |
| Cold | +55% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 72 (44.574340358689%) |
| Defense | 46 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 60.84 |
| Spell Save | 60.16 |
| Mental Save | 69 |
Defense: Resistances
| Acid | 35%( 70%) |
| Blight | 20%( 70%) |
| Arcane | 44%( 70%) |
| Mind | 24%( 70%) |
| All | 15%( 70%) |
| Darkness | 31%( 70%) |
| Light | 40%( 70%) |
| Temporal | 17%( 70%) |
| Physical | 43%( 70%) |
| Fire | 30%( 70%) |
| Nature | 6%( 70%) |
Defense: Immunities
| Stun Resistance | 95% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Silence Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 365 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 802 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.40 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Discord | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Schism | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Cursed / Stress | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Psionic / Notion Rain | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / False Form | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Dean of Discord |
| talent | Mindstorm |
| talent | Eldritch Form |
| talent | Psiblades |
| talent | Overwhelming Pressure |
| talent | Gloom |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
The Beachhead | active |
The peoples of Maj&039;Eyal. The Fall of Maj'EyalYour job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher&WHITELIGHT_GREEN039;t Eyalites at all. The decision has been made to consider them fellow victims of the Sher&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy&WHITELIGHT_GREYWHITELIGHT_GREY039;s wand to drain the life from aquatic creatures (7 / 10) | active |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
| On feet | Bethota the pair of dwarven-steel boots (0 def, 26 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Res.pen +15% physical ----- def ----- Armour +26 Fatigue +3% Resists +9% acid +5% arcane +9% darkness Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | ethereal alchemist&0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) ----- def ----- Resists +6% blight +7% darkness ---------- misc Light +6 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 34 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Twofold Crown (3 def, 6 armour) Twofold Crown (3 def, 6 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: dps ---------- Phys.pwr +33 (+5 eff.) Spell.pwr +33 (+7 eff.) Mind.pwr +33 (+5 eff.) Acc +33 (+10 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +25% arcane +25% physical Talent.cat+ +0.30 Race Stun/Frz- +50% ---------- misc Infravis +5 Sight +5 Greatly extends the reach of your talents. The crown of Nargol was lost long ago, so at the beginning of the Age of Ascendancy, a new crown was forged to represent the Allied Kingdoms. |
| On hands | Will of Ul&1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable &039; to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 8 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
| Tool | Cyroth the elm totem of stinging [power 116] (13/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +20 (+3 eff.) Melee Ret 2 mind ---------- misc Equi/ret +0.08 Psi/ret +0.12 Sting an enemy dealing 145 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| Tool | Yvodhema the Frostpulverizer [power 470] (13/15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% cold Acc +10 (+4 eff.) ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 671 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Belindil the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% darkness +3% temporal Die.at -40.00 life HP.reg +7.00 Stun/Frz- +45% Rings make your fingers look great! |
| On fingers | Salavea the Lustrebreacher0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +32% light Melee Ret 12 lightning ----- def ----- Armour +16 Resists +15% acid +4% physical +24% light Crit.chn- 19.50% Rings make your fingers look great! |
| Around neck | Borek the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +8 Lck dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +6% light +3% fire Phys.save +14 (+1 eff.) Spell.save +13 (+1 eff.) Mind.save +18 (+4 eff.) Unseen.red 13% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
| In main hand | Core of the Forge (24-26 power, 75 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 112% Wil, 37% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +75 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun +11 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +29 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 109.09 mind damage, 79.84 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 10.14 mind and 7.42 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Around waist | Barksaw1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +5 Wil +5 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +8% Dmg.mod +9% mind Res.pen +15% nature ----- def ----- Armour +7 Defense +8 (+3 eff.) Resists +6% mind Phys.save +17 (+2 eff.) A belt that goes around your waist. |
| In off hand | Beidig the living mindstar (16-18 power, 75 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Nature Uses 93% Wil, 56% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +75 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Str +8 Mag +5 Wil +13 Cun dps ---------- Mind.crit +5% Mind.pwr +18 (+3 eff.) Melee+ 15 mind 11 darkness Dmg.mod +19% mind +10% darkness ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Hate/m.crit +6.00 Infravis +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. |
| Cloak | Glaciersaw the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature +25% cold Acc +22 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +5% arcane Max.HP +65.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) All.spd +15% Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world& |
Inventory
Beryzor0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Wil +5 Mag dps ---------- S.pwr/crit +2 Dmg.mod +3% temporal ----- def ----- Resists +12% lightning Stun/Frz- +21% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.11 Max.mana +26.00 Amulets make your neck look great! |
Bogstar the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +4 Wil +11 Cun +6 Con dps ---------- Mov.spd +10% On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -8% Resists +9% fire +3% nature +9% darkness Spell.save +6 (+0 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
gold amulet &039;0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +6% fire +6% cold +6% lightning Res.pen +5% mind +15% physical ----- def ----- Resists +3% physical ---------- misc Max.stam +30.00 Amulets make your neck look great! |
restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Xeralranne0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +37% cold HP.reg +4.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Xinn0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +8% Mind.pwr +15 (+2 eff.) Dmg.mod +19% lightning ----- def ----- Resists +38% lightning +5% physical +18% acid +6% arcane +18% mind Crit.chn- 19.67% Phys.save +12 (+1 eff.) HP.reg +5.25 Silence- +26% Pinning- +26% Rings make your fingers look great! |
copper ring &039;0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +3% fire Res.pen +10% lightning +5% nature Acc +6 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 88% ----- def ----- Resists +3% nature Rings make your fingers look great! |
gold ring &039;0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Dex +6 Wil +17 Cun +13 Con dps ---------- Res.pen +20% fire Acc +10 (+4 eff.) Melee Ret 8 fire ----- def ----- Resists +30% fire Crit.chn- 20.46% ---------- misc Infravis +4 Rings make your fingers look great! |
gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +38.00 Disarm- +35% Pinning- +38% Knockbk- +38% Rings make your fingers look great! |
solipsist&0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Mind.save +11 (+3 eff.) Confus- +38% Rings make your fingers look great! |
Khulmanar&3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 174.91 fire damage, and flames will be left dealing a further 40.61 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh& |
truestriking voratun battleaxe of erosion (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Res.pen +19% physical Acc +34 (+10 eff.) Apr +20 Massive two-handed battleaxes. |
voratun battleaxe &039; (57-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +26 fire While equipped: Stats +20 Con +20 Wil dps ---------- Phys.crit +21.0% Crit.mult +49.00% Apr +21 ----- def ----- Defense +5 (+2 eff.) Resists +5% physical Phys.save +9 (+1 eff.) Max.HP +154.00 Pinning- +24% Massive two-handed battleaxes. |
iron greatmaul &039; (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +14 cold While equipped: Stats +3 Dex +7 Wil ----- def ----- Resists +18% acid +24% darkness Spell.save +9 (+1 eff.) Die.at -98.95 life Disease- +24% Massive two-handed mauls. |
voratun greatmaul &039; (86-129 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 86.0 - 129.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +7.0% Atk.spd 100% Melee+ +27 physical While equipped: dps ---------- Phys.crit +8.0% Apr +8 Melee Ret 8 cold ----- def ----- Armour +10 Resists +21% cold ---------- misc Light +4 Massive two-handed mauls. |
voratun greatmaul &039; (84-126 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 84.5 - 126.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Melee Ret 12 cold On Hit (Melee): * 24% chance to reduce all saves and defense by 57 ----- def ----- Armour +14 Resists +15% acid +12% blight Spell.save +12 (+1 eff.) Blind- +24% Confus- +24% Massive two-handed mauls. |
Latafayn (68-108 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond& |
steel greatsword of evisceration (23-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +13 (+2 eff.) Massive two-handed swords. |
truestriking voratun longsword of amnesia (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +15% physical Acc +23 (+8 eff.) Apr +15 Sharp, long, and deadly. |
Brighthack the stralite mace (38-53 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +14 fire While equipped: Stats +4 Mag +7 Wil +4 Con dps ---------- On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +35 (+12 eff.) Resists +9% light Blunt and deadly. |
Islykira the living mindstar (15-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +39% Melee+ +16 arcane While equipped: Stats +13 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee Ret 12 blight ----- def ----- Resists +18% lightning +12% mind Phys.save +18 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +7 (+2 eff.) Die.at -80.00 life Max.HP +130.00 ---------- misc Equi/ret +2.50 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. |
Loamire the mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% nature ----- def ----- Phys.save +3 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Max.mana +20.00 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. |
Obsidianwedge the living mindstar (15-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +26 temporal On Hit: * 26% chance to reduce damage dealt by 45% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +26.15% Mind.pwr +42 (+6 eff.) Dmg.mod +12% physical Res.pen +32% mind ---------- misc Max.hate +13.08 Max.psi +30.00 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. |
Vilebraze the thorny mindstar (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 nature While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Mind.pwr +11 (+2 eff.) Phasing +20% Melee Ret 4 blight On Hit (Melee): * 20% chance to slow global speed by 88% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of sand (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +11 (+2 eff.) Melee+ 10 physical Dmg.mod +14% mind +15% physical Res.pen +12% physical ----- def ----- Resists +12% physical ---------- misc Psi/m.crit +3.00 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. |
gifted vined mindstar of clarity (5-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +16.00 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. |
living mindstar &039; (18-19 power, 39 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +9 (+2 eff.) Melee Ret 6 fire ----- def ----- Resists +15% light +6% cold +15% darkness +5% arcane ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar &039; (16-18 power, 39 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% On Hit.r1 +16 temporal On Crit.r2 +24 lightning On Hit: * 26% chance to reduce damage dealt by 45% While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+2 eff.) Melee+ 11 mind 15 darkness Dmg.mod +15% cold +10% mind +32% darkness Melee Ret 13 lightning On Hit (Melee): * 26% chance to reduce damage dealt by 45% ----- def ----- Resists +12% darkness +19% temporal ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar &039; (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 mind On Crit.r2 +8 physical While equipped: Stats +2 Dex +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Max.HP +12.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 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&3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature&3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +4% blight Max.HP +10.00 HP.reg +0.90 Disease- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar &039; (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +4 nature +4 physical On Hit: * 20% chance to slow global speed by 88% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 9 acid Dmg.mod +12% acid Res.pen +10% acid Acc +5 (+2 eff.) Melee Ret 6 temporal ----- def ----- Defense +15 (+5 eff.) Resists +6% acid +9% nature HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar &039; (19-21 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 19.5 - 21.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 physical +24 cold On Hit: * 27% chance to slow global speed by 88% While equipped: dps ---------- Mind.crit +2% Crit.mult +27.28% Mind.pwr +4 (+1 eff.) Melee+ 8 mind 8 darkness Dmg.mod +6% mind +6% darkness Apr +6 Melee Ret 8 cold ----- def ----- Defense +20 (+7 eff.) ---------- misc Max.hate +8.00 Max.psi +68.19 Light +4 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. |
wyrm&3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 7 lightning 7 physical 5 cold 16 acid 5 fire Dmg.mod +9% acid Res.pen +4% acid ----- def ----- Resists +5% lightning +4% physical +4% fire +5% cold +7% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrorslayer& horrorslayer&3.0 T3 sceptre 1H weapon [Ego] Arcane Power 21.5 - 30.1 Physical Uses 50% Mag, 50% Con Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +1.5% Atk.spd 100% Against +16% Horror On Hit.r1 +31 nature While equipped: dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +16% nature ----- def ----- Spell.save +5 (+0 eff.) Mind.save +7 (+2 eff.) Blunt and deadly. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don&LIGHT_GREENLASTLIGHT_GREENLASTWHITEANTIQUE_WHITE039;May the wielder be granted cunning in his fight against the darkness& |
blazebringer&4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 fire On Crit.r2 +26 fire While equipped: dps ---------- All.spd +5% Dmg.mod +14% fire Res.pen +12% fire Slings are used to hurl stones or metal shots at your foes. |
stormbringer&4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +37 lightning +21 cold While equipped: dps ---------- Mov.spd +44% Res.pen +21% lightning +18% cold Slings are used to hurl stones or metal shots at your foes. |
cruel elm vilestaff of might (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff &039; (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +34 (+7 eff.) Dmg.mod +30% lightning +6% physical +30% cold +30% arcane +30% fire Res.pen +15% arcane ----- def ----- Armour +6 Resists +14% temporal +15% darkness +9% fire Phys.save +15 (+1 eff.) Spell.save +30 (+3 eff.) Mind.save +15 (+4 eff.) Die.at -40.00 life Def/telep +8 Res/telep +25% Dur/telep +25% ---------- misc Mana/s.crit +2.47 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord&5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Spell.pwr +13 (+3 eff.) Melee+ 27 arcane Dmg.mod +15% blight ----- def ----- Phys.save +9 (+1 eff.) Spell.save +9 (+1 eff.) Mind.save +9 (+2 eff.) ---------- misc Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker&5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +31 (+7 eff.) Dmg.mod +30% blight ----- def ----- Resists +13% darkness +15% temporal Def/telep +25 Res/telep +18% Dur/telep +25% ---------- misc Mana/turn +0.58 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Jetgasher1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +40% darkness Melee Ret 13 darkness On Hit (Melee): * 27 arcane resource burn ----- def ----- Defense +15 (+5 eff.) Resists +12% light +15% darkness Mind.save +24 (+6 eff.) Stealth +11 Die.at -80.00 life Disarm- +27% Pinning- +27% A belt that goes around your waist. |
rough leather belt &039;1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Res.pen +15% mind ----- def ----- Resists +6% mind +2% physical Crit.chn- 15.00% Stealth +6 Silence- +10% ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Daybutcher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +6% blight Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidpall (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +4 Wil dps ---------- Dmg.mod +9% mind Melee Ret 4 darkness ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islurinne (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% all Spell.save +16 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +15% Mind.crit +6% Spell.pwr +24 (+5 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Resists +15% all Mind.save +27 (+7 eff.) ---------- misc Mana/turn +0.38 Max.mana +92.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% Spell.pwr +23 (+5 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Spell.save +27 (+3 eff.) Silence- +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden&2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% darkness +5% cold Melee Ret 2 cold ----- def ----- Armour +1 Resists +3% darkness ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of voratun boots &039; (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Wil +8 Con dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +12% lightning +12% acid Res.pen +10% lightning +8% physical ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 11 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
wanderer&3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +18 (+2 eff.) Mind.save +18 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Belatha the Flarenull (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +3 Cun dps ---------- Crit.mult +20.00% Res.pen +10% fire ----- def ----- Armour +2 Resists +7% darkness +2% physical +5% arcane +7% light Die.at -80.00 life ---------- misc Infravis +1 Learn an unarmed attack talent or enable &039; to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 11 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 119.85 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Coalqueen the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 8 acid 7 fire 7 lightning 6 cold Dmg.mod +27% darkness Melee Ret 10 darkness 6 fire On Hit (Melee): * 24% chance to reduce all saves and defense by 57 ----- def ----- Armour +2 Resists +18% fire +24% darkness +18% temporal Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves &039; (0 def, 19 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +2 Cun +15 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Melee+ 11 light Dmg.mod +6% light +9% mind Acc +8 (+3 eff.) Apr +11 ----- def ----- Armour +19 Hardiness +8% Resists +10% light +6% physical HP.reg +4.00 Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable &039; to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% 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. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerunne the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 88% ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +9% fire +9% darkness +8% cold Cut- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Xeroreth the Shiverslicer (18 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +19% nature Res.pen +15% cold ----- def ----- Defense +18 (+6 eff.) Resists +28% nature +21% fire Phys.save +12 (+1 eff.) Heal.mod +20% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
voratun helm &039; (10 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% arcane +6% temporal Res.pen +10% arcane Acc +12 (+4 eff.) Melee Ret 6 arcane On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +5% Resists +6% arcane ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast&3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +11 Str +9 Dex +4 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy&LIGHT_GREENLASTWHITELASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITELASTWHITEANTIQUE_WHITE |
cleansing steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +14% nature +14% blight Max.HP +44.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of mail. |
fortifying dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +4% Phys.save +11 (+1 eff.) Max.HP +72.00 A suit of armour made of mail. |
rejuvenating stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +26% acid HP.reg +5.90 ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
marauder&9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Phys.save +16 (+1 eff.) Max.HP +49.00 HP.reg +8.00 Heal.mod +18% A suit of armour made of leather. |
prismatic drakeskin leather armour of spell shielding (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +9% arcane +17% light +19% darkness Spell.save +21 (+2 eff.) A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
icy iron shield of purity (0 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee+ 11 cold Melee Ret 5 ice ----- def ----- Armour +2 Fatigue +8% Resists +12% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
shocking voratun shield of shrapnel (0 def, 10 armour, 215 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee+ 28 lightning On shield block: * Cause enemies within radius 6 to bleed for 347 physical damage over 5 turns (1/turn) Melee Ret 13 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking voratun shield of shrapnel (0 def, 10 armour, 198.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee+ 35 lightning On shield block: * Cause enemies within radius 6 to bleed for 347 physical damage over 5 turns (1/turn) Melee Ret 6 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
346 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof&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. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brightkin2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Resists +3% temporal Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you&WHITEANTIQUE_WHITE |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 663.97 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor&2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+0 eff.) Mind.save +5 (+1 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos&0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Walrog& Walrog&0.0 T1 rod charm [Plot Item] Unknown While carried: dps ---------- Spell.pwr +10 (+2 eff.) Steal life from a weakened creature. Uses 1 power out of 3/10 This wand can extract the vim of a creature close to death, stealing their life energy to revitalise another. It is attuned to Walrog, and cannot be used to heal anyone else. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Emulaith the Natureblow (17/17, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Ranged+ +26 temporal +10 cold +26 nature On Hit.r1 +26 light +26 nature +26 mind On Crit.r2 +26 mind On Hit: * 26% chance to gain 10% of a turn (3/turn limit) * 26% chance to reduce all saves and defense by 57 Shots are used with slings to pummel your foes to death. |
Eremobar the pouch of dwarven-steel shots (21/21, 28-33 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Psionic Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Rld cld 6 Ranged+ +24 acid +24 blight +13 mind On Hit.r1 +24 acid On Crit.r2 +24 acid +24 temporal +24 blight On Hit: * 22% chance to reduce all saves and defense by 57 * 24% chance to reduce strength, dexterity, and constitution by 34 Shots are used with slings to pummel your foes to death. |
arcing pouch of steel shots of crippling (14/16, 18-21 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 124 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
hateful pouch of steel shots of annihilation (17/17, 27-33 power, 8 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +10.5% Capacity 17 Proj.spd +200% Ranged+ +13 darkness Against +11% Living Shots are used with slings to pummel your foes to death. |
iron torque of clear mind [power 1] (13/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Gleamlace [power 116] (13/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Yvivea [power 69] (13/20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Str +11 Dex +3 Mag +4 Con dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 57 ---------- misc See.Invis +12 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to heal for 82. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing [power 434] (13/15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond0.0 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj&039;Rok
The King is dead, and the Allied Kingdoms lie in ruins, thanks to your efforts.
Maj&
You have done your duty.
You may continue playing and enjoy the rest of the world.
Achievements
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By fawwa the Garden Gnome Discordant level 50
152nd Vengeance 123rd year of Ascendancy at 06:01 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By fawwa the Garden Gnome Discordant level 46
145th Vengeance 123rd year of Ascendancy at 22:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By fawwa the Garden Gnome Discordant level 50
164th Vengeance 123rd year of Ascendancy at 00:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By fawwa the Garden Gnome Discordant level 10
72nd Vengeance 123rd year of Ascendancy at 14:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By fawwa the Garden Gnome Discordant level 20
81st Vengeance 123rd year of Ascendancy at 19:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By fawwa the Garden Gnome Discordant level 30
108th Vengeance 123rd year of Ascendancy at 13:39 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By fawwa the Garden Gnome Discordant level 40
123rd Vengeance 123rd year of Ascendancy at 15:55 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By fawwa the Garden Gnome Discordant level 50
147th Vengeance 123rd year of Ascendancy at 05:10 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By fawwa the Garden Gnome Discordant level 50
165th Vengeance 123rd year of Ascendancy at 03:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By fawwa the Garden Gnome Discordant level 47
146th Vengeance 123rd year of Ascendancy at 04:15 see stats
The Fall of Maj'Eyal (Insane (Adventure) difficulty)
Killed King Tolak and destroyed the Allied Kingdoms.By fawwa the Garden Gnome Discordant level 50
165th Vengeance 123rd year of Ascendancy at 15:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By fawwa the Garden Gnome Discordant level 38
123rd Vengeance 123rd year of Ascendancy at 10:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By fawwa the Garden Gnome Discordant level 31
109th Vengeance 123rd year of Ascendancy at 01:33 see stats
Wiser Than Thou (Insane (Adventure) difficulty)
Defeat the Thaloren counterattackBy fawwa the Garden Gnome Discordant level 48
147th Vengeance 123rd year of Ascendancy at 05:10 see stats
Log
2]fawwa HEALS from physical damage!
2]fawwa converts some damage to Psi!
2]Olki the wretchling hits fawwa for (33 flat reduction), 55 to psi, 99 physical, 34 healing (36 psi heal) (155 total damage) [71 healing].
2]fawwa gains 4% of a turn from Ancestral Life.
0]Fawwa&
0]Resting starts...
0]Rested for 0 turns (stop reason: hostile spotted to the north (Olki the wretchling - offscreen)).
1]Olki the wretchling uses Distortion Bolt.
1]Olki the wretchling&
0]Fawwa stops regenerating health quickly.
0]Fawwa&
0]Talent Infusion: Regeneration is ready to use.
0]Fawwa is no longer distorted.
0]Fawwa&
8]You pickup 2.15 gold pieces.
8]You pickup 2.40 gold pieces.
8]Fawwa picks up ( .): jade.
8]Fawwa picks up (J.): horrorslayer&LASTLASTdragonbone magestaff &039; (30-36 power, 6 apr, lightning element).
8]Fawwa picks up (r.): truestriking voratun longsword of amnesia (43-60 power, 6 apr).
8]Fawwa picks up ( .): icy iron shield of purity (0 def, 2 armour, 17.5 block).
8]Fawwa picks up ( .): cleansing steel mail armour of Eyal (2 def, 6 armour).
8]Fawwa picks up ( .): fortifying dwarven-steel mail armour of implacability (3 def, 14 armour).
8]Fawwa picks up (l.): truestriking voratun battleaxe of erosion (56-84 power, 4 apr).
0]Talent Sudden Growth is ready to use.











































































































































