










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Laser for Everyone 1.7.4Removes the name requirement to unlock the full power of Laser Powered Giant Smasher (only for the player!). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Use Base State for Prerequisites 1.7.2Collecting equipment to meet prerequisites is tedium. Swapping equipment to meet prerequisites is much more tedium. This addon is a suggestion to remove that tedium. To meet prerequisites This addon is inspired from this comment in the forum thread. This addon doesn't break Better Item Description or Cleaner Item Description. Weight: 100 Superload: Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: 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. Plot Disarming 1.5.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 24 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 19 on the 12nd Dusk 122nd year of Ascendancy at 00:30 0 / 7Killed by Gluta the gigantic corrosive tunneler at level 19 on the 37th Dusk 122nd year of Ascendancy at 03:23 Killed by rogue at level 21 on the 25th Haze 122nd year of Ascendancy at 19:42 Killed by Layithra the cutpurse at level 22 on the 26th Haze 122nd year of Ascendancy at 03:47 Killed by Gluta the gigantic corrosive tunneler at level 22 on the 31st Haze 122nd year of Ascendancy at 12:10 Killed by war hound at level 24 on the 32nd Haze 122nd year of Ascendancy at 10:35 Killed by Assassin Lord at level 24 on the 46th Haze 122nd year of Ascendancy at 20:34 |
Primary Stats
| Strength | 52 (base 48) |
| Dexterity | 15 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 57 (base 53) |
| Willpower | 11 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -198/646 |
| Positive | 60/119 |
| Stamina | 172/172 |
| Healing Factor | 1.2460311219417 |
| Regeneration | 9.0337256340773 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 55 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +10% |
| Temporal | +8% |
| Arcane | +12% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 41.118138619369 (56.297102139833%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 31 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Arcane | + 7%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 8%( 70%) |
| Fire | + 12%( 70%) |
| Cold | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Bleed Resistance | 10% |
| Disarm Resistance | 32% |
| Knockback Resistance | 70% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| 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 589 life over 5 turns. Its effects scale with your Strength 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 144.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the temporal explorer from death by Siludhetta the large brown snake. Escort: temporal explorer (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed naga tongue. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Sewersting the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 32% ----- def ----- Armour +9 Fatigue +2% Crit.chn- 10.00% Max.HP +20.00 ---------- misc Psi/ret +0.20 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Bethowe'2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +3.0% Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Phys.save +12 (+4 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eludhetha (0 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Acc +20 (+6 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 7 ----- def ----- Armour +13 Fatigue +3% Resists +6% light Phys.save +15 (+5 eff.) Die.at -80.00 life A cap made of leather. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 83 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Loriyon the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Con ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +12% fire +12% darkness Max.HP +30.00 Disarm- +32% Pinning- +37% Stun/Frz- +20% Knockbk- +30% Rings make your fingers look great! |
| On fingers | Xerudana the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Acc +15 (+4 eff.) Melee Ret 2 mind ----- def ----- Fatigue -5% Resists +3% mind Crit.chn- 10.00% Heal.mod +20% Cut- +10% ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | stralite greatsword of evisceration (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Massive two-handed swords. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Gynor (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +12% arcane Phasing +30% ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +5 (+2 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Tundrahacker' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Acc +25 (+7 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +6% cold Phys.save +7 (+3 eff.) Mind.save +5 (+5 eff.) Die.at -50.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful gold amulet of dexterity (+2)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
wild infusion of the duelist (res 18%; magical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the psychic (range 4; phase 15; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 61; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 61.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 93; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 93.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 74; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 77; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 245; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 245 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 159; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper ring 'Muckbone'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% blight +6% acid Res.pen +5% acid ----- def ----- Resists +12% blight +3% nature +12% acid Rings make your fingers look great! |
copper ring 'Velamira'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +23% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+6 eff.) ----- def ----- Mind.save +6 (+6 eff.) Rings make your fingers look great! |
gold ring 'Daypeal'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +13% cold Res.pen +15% mind Melee Ret 6 fire ----- def ----- Resists +26% cold +15% light +6% mind Rings make your fingers look great! |
gold ring 'Rainbile'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +26% acid +27% cold +6% light +6% darkness Spell.save +9 (+5 eff.) Rings make your fingers look great! |
mule's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +10% acid +16% fire +15% lightning +14% cold ---------- misc Max.enc +25 Rings make your fingers look great! |
ash magestaff 'Murkbreacher' (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Mag +7 Wil +6 Cun dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% fire Res.pen +10% darkness ----- def ----- Resists +3% temporal Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+7 eff.) Heal.mod +15% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel battleaxe of massacre (30-46 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +17% Massive two-handed battleaxes. |
iron greatmaul 'Emeletira' (24-36 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +2 Massive two-handed mauls. |
iron greatmaul of erosion (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature Massive two-handed mauls. |
arcing steel greatsword of massacre (39-62 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Massive two-handed swords. |
thought-forged coral trident (14-22 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Psionic Power 13.5 - 21.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 100% Melee+ +7 mind On Hit: * 17% chance to reduce all saves and defense by 7 While equipped: Stats +2 Cun +2 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Cyrusewen (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 13 [Random Unique] Nature/Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +17 acid +6 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Str +3 Dex +4 Mag +5 Wil +4 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% acid +7% physical +5% nature Apr +7 ----- def ----- Resists +9% lightning Crit.chn- 5.00% Heal.mod +20% Disarm- +20% Sharp, short and deadly. |
Nuchik the Coalblast4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Dex +2 Wil +1 Cun dps ---------- Res.pen +20% darkness ----- def ----- Resists +3% cold Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of enduring4.0 T2 sling 1H weapon Reqs Dex 13 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +36.00 Slings are used to hurl stones or metal shots at your foes. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 10-11 power, 22 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
focusing woollen robe of the mind (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron plate armour of lightning resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
Falyruikor1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Mind.pwr +4 (+4 eff.) ----- def ----- Armour +2 Resists +3% acid Mind.save +6 (+6 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.psi +20.00 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
Abyssobsidian1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Apr +4 Melee Ret 4 fire ----- def ----- Defense +20 (+10 eff.) Resists +6% acid +9% fire +8% cold ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Bokadralar the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag ----- def ----- Resists +15% darkness +2% physical Die.at -40.00 life HP.reg +4.00 Confus- +10% ---------- misc Mana/turn +0.35 Max.mana +29.00 A belt that goes around your waist. |
Chuzilathad the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Apr +3 Melee Ret 6 physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +3% acid Stealth +8 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
Unredas the Umbrafurnace1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 7 * 10% chance to slow global speed by 32% * 20% chance to reduce damage dealt by 7% ----- def ----- Resists +3% nature HP.reg +1.90 Heal.mod +16% A belt that goes around your waist. |
hardened leather belt 'Mayyma'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +10.0% Crit.mult +16.00% Phys.pwr +8 (+3 eff.) ----- def ----- Resists +7% lightning +11% temporal +9% light ---------- misc Light +2 Infravis +1 A belt that goes around your waist. |
Strikeenvy (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Wil +2 Cun +1 Con dps ---------- Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rainscar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +4 Cun dps ---------- Res.pen +10% nature +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% nature Crit.chn- 15.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthtitan the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% darkness +6% nature Mind.save +6 (+6 eff.) Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
pair of rough leather boots 'Ivysenn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Wil +2 Cun +2 Con dps ---------- Mind.pwr +15 (+11 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Phys.save +12 (+4 eff.) Mind.save +12 (+9 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +50.00 A pair of boots made of leather. |
Armiregodir the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Mind.crit +7% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+9 eff.) Apr +6 ----- def ----- Armour +3 ---------- misc Hate/m.crit +1.00 See.Invis +6 A pair of boots made of leather. |
Morbusire (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 32% * 10% chance to reduce damage dealt by 7% ----- def ----- Armour +3 Fatigue -3% Resists +9% nature Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleaktouch (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +2 Dex +5 Con dps ---------- Dmg.mod +8% physical Res.pen +10% physical Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +3% Spell.save +18 (+9 eff.) HP.reg +4.00 ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerassra (0 def, 5 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +3% mind Acc +6 (+2 eff.) ----- def ----- Armour +5 Resists +3% fire +5% arcane +9% mind Phys.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Korilach the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.pwr +35 (+12 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Belidherin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+5 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +6% mind Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +3.00 A pointy cloth hat, very wizardly... |
Morningtrencher the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +15 (+11 eff.) Dmg.mod +11% cold Res.pen +5% light Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +16% cold ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
augmenting linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+4 eff.) Dmg.mod +4% acid +4% lightning +4% cold +3% arcane +4% fire ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Radianceclamor (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +6% light ---------- misc Light +3 Infravis +4 See.Stealth +7 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 7.59 light damage and 7.46 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Arariana' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +8% cold +6% darkness +6% fire Heal.mod +20% Disease- +10% Silence- +10% ---------- misc Breathe water A cap made of leather. |
Nerudhemira (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+8 eff.) Dmg.mod +18% acid +12% arcane +22% mind Res.pen +15% acid Melee Ret 4 acid ----- def ----- Defense +3 (+1 eff.) Resists +16% mind Phys.save +10 (+4 eff.) Mind.save +12 (+9 eff.) ---------- misc Equi/ret +1.90 Psi/ret +2.60 Hate/ret +1.00 Max.psi +23.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Bregulin the Shinesin (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% light Res.pen +5% mind +5% light Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +3 Fatigue +5% Resists +9% light +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cuthesahell the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +4 Cun +4 Con ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's iron helm (5 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +5% Resists +2% all Phys.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +11% light +11% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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. |
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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
173 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. |
Glittergore2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +2% physical Phys.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Heal.mod +11% Poison- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Mayodaganor the Swampidol [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% nature +6% fire Res.pen +25% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of healing [power 134] (19 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 134 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Torcharc the elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% fire Res.pen +5% light +5% fire ----- def ----- Resists +3% cold +3% fire ---------- misc Light +3 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lyilod the Higher Sun Paladin level 12
1st Flare 122nd year of Ascendancy at 11:33 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lyilod the Higher Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 18:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lyilod the Higher Sun Paladin level 20
47th Dusk 122nd year of Ascendancy at 22:01 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Lyilod the Higher Sun Paladin level 4
75th Pyre 122nd year of Ascendancy at 11:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lyilod the Higher Sun Paladin level 11
79th Pyre 122nd year of Ascendancy at 13:31 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lyilod the Higher Sun Paladin level 20
48th Dusk 122nd year of Ascendancy at 21:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lyilod the Higher Sun Paladin level 11
4th Mirth 122nd year of Ascendancy at 14:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lyilod the Higher Sun Paladin level 24
32nd Haze 122nd year of Ascendancy at 17:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lyilod the Higher Sun Paladin level 18
10th Flare 122nd year of Ascendancy at 12:51 see stats
Log
Deadly Poison from Assassin Lord hits Lyilod for 54 nature damage.
Something damages himself through Martyrdom!
Lyilod hits Something for 3 nature damage.
Lyilod misses Something.
Something performs a melee critical strike against Lyilod!
Something hits Lyilod for 160 darkness damage.
Something damages himself through Martyrdom!
Lyilod hits Something for 11 darkness damage.
Something hits Lyilod for 17 darkness damage.
Something damages himself through Martyrdom!
Lyilod hits Something for 1 darkness damage.
Something performs a melee critical strike against Lyilod!
Lyilod deactivates Second Life.
Lyilod receives 176 healing.
Lyilod has been healed by a blast of positive energy!
Something hits Lyilod for 0 darkness, 17 darkness (17 total damage).
Something damages himself through Martyrdom!
Lyilod hits Something for (1 ignored), 0 darkness (0 total damage).
Lyilod is dazed!
Lyilod is not dazed anymore.
Deadly Poison from Assassin Lord hits Lyilod for 74 nature damage.
Something performs a melee critical strike against Lyilod!
Something hits Lyilod for 69 physical, 17 darkness (86 total damage).
Lyilod is stunned!
Something performs a melee critical strike against Lyilod!
Something hits Lyilod for 100 physical, 17 darkness (116 total damage).
Deadly Poison from Assassin Lord hits Lyilod for 90 nature damage.
Assassin Lord killed Lyilod!
Lyilod the level 24 higher sun paladin was naturalised to death by Assassin Lord on level 2 of Unknown tunnels.









































































































