












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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. TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. 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: 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: 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.
Laser for Everyone 1.7.4Removes the name requirement to unlock the full power of Laser Powered Giant Smasher (only for the player!). Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. 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.
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 Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. (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.
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! 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. 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. 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: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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: 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. 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Marauder |
| Level / Exp | 23 / 70% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 16 on the 10th Dusk 122nd year of Ascendancy at 17:24 2 / 4Killed by Elutira the carrion worm mass at level 21 on the 26th Dusk 122nd year of Ascendancy at 18:42 Killed by Xeribeth the black jelly at level 23 on the 47th Dusk 122nd year of Ascendancy at 11:40 Killed by Niaen at level 23 on the 47th Dusk 122nd year of Ascendancy at 11:45 |
Primary Stats
| Strength | 66 (base 49) |
| Dexterity | 67 (base 40) |
| Constitution | 29 (base 16) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 30 (base 16) |
Resources
| Life | 726/726 |
| Stamina | 171/171 |
| Healing Factor | 1.2024687383468 |
| Regeneration | 0.30061718458669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 48 |
| Crit Chance | 21% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Temporal | +9% |
| Physical | +10% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (38.594633868923%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 30 |
| Mental Save | 29 |
Defense: Resistances
| Cold | + 12%( 70%) |
| Lightning | + 61%( 70%) |
| Nature | + 5%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
| Disarm Resistance | 24% |
| Stun Resistance | 22% |
| Poison Resistance | 13% |
| Knockback Resistance | 64% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 311 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * '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.' Marus of Elvala needs your help making an elixir of mastery. 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Ereledas' (5 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +2% Resistance +12% fire Unlife -40.00 life Life +20.00 Healmod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Porissra1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Str +1 Cun +3 Con offense ------ Mind Crit +4% other ------- EQ when Hit +0.08 Hate-on-crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Stormspike the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Cun +5 Dex offense ------ Physical Crit +2.0% Damage +9% lightning Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +30% lightning Unlife -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Brightmortal the elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% light defense ------ Resistance +9% lightning Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life 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 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Polunne the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +6 (+2 eff.) Damage +6% acid defense ------ Resistance +3% temporal +8% blight +9% fire +5% nature +12% cold Life +26.00 Poison Resist +13% Disease Resist +14% Disarm Resist +24% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
| On fingers | Islotira0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +3.0% Damage +11% lightning Ignore resists +5% physical Ignore Armor +1 defense ------ Resistance +22% lightning Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Adyvea the dwarven-steel greatsword (44-71 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 44.5 - 71.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature While equipped: Stats +1 Con offense ------ Damage +9% temporal defense ------ Armor +6 Mind save +6 (+3 eff.) other ------- Max psi +10.00 Massive two-handed swords. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Chamihir (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +1% Critical power +20.00% defense ------ Defense +12 (+4 eff.) Resistance +5% arcane Physical save +6 (+3 eff.) Life +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion of the warrior (heal 212; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 727%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 438; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. 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 |
wild infusion (res 17%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; physical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 19%; physical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 8; resist 19%; move 30%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 30% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet of mastery (0.12 Technique / Mobility)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Technique/Mobility Amulets make your neck look great! |
enraging steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +6% physical Amulets make your neck look great! |
savior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +14 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- Mana/turn +0.12 Max mana +24.00 Amulets make your neck look great! |
gold amulet 'Windstreak'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +10% mind defense ------ Resistance +6% nature +5% arcane +12% light +16% darkness Blind Resist +27% other ------- Max hate +2.00 Amulets make your neck look great! |
copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
Frigidburst the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Power +10 (+3 eff.) Spellpower +9 (+6 eff.) Mindpower +7 (+3 eff.) Damage +4% all Ignore resists +15% mind +10% cold defense ------ Resistance +18% cold other ------- EQ when Hit +0.16 Rings make your fingers look great! |
pixie's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+5 eff.) Rings make your fingers look great! |
voratun ring 'Voidreeve'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex offense ------ Damage +3% darkness Ignore resists +15% darkness +15% blight Accuracy +14 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Fatigue -10% Life +65.00 Life Regen +14.00 Healmod +17% other ------- Encumbrance +30 Rings make your fingers look great! |
Boltbraze the yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 17 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+6 eff.) Damage +12% lightning +20% physical +6% acid Ignore resists +20% lightning +10% acid On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Defense +8 (+3 eff.) Resistance +21% acid other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 56.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of breaching (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 17 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+6 eff.) Damage +20% arcane Ignore resists +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron battleaxe of massacre (24-35 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed battleaxes. |
Emuwe (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Disrupt Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Damage Against +13% Unnatural While equipped: Stats +5 Wil offense ------ Mind Crit +2% Critical power +10.00% defense ------ Confus Resist +20% Teleport Resist +20% Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe (31-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +10% physical defense ------ Disarm Resist +25% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
balanced steel greatmaul of phasing (31-46 power, 14 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +35% Massive two-handed mauls. |
steel greatsword of shearing (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +7 (+2 eff.) Ignore Armor +10 Massive two-handed swords. |
dwarven-steel greatsword of shearing (37-59 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% all Accuracy +9 (+3 eff.) Ignore Armor +10 Massive two-handed swords. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+7 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.94 cold damage and 5.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
hateful iron mace of erosion (13-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 darkness +6 nature Damage Against +5% Living Blunt and deadly. |
dwarven-steel mace of erosion (25-35 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Nature Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 nature Blunt and deadly. |
Lustrebolt the iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 19 acid damage (1/turn) While equipped: offense ------ Damage +7% acid +6% cold +3% light Ignore resists +8% acid +15% light defense ------ Resistance +6% light other ------- Max hate +4.00 Sharp, short and deadly. |
Shadowbrand (15-20 power, 6 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore Armor +2 defense ------ Resistance +6% darkness Sharp, short and deadly. |
acidic iron dagger of vileness (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 10 On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 55.84 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
thought-forged steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 14 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
acidic dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+1 eff.) Sharp, short and deadly. |
dwarven-steel dagger 'Velydheba' (28-37 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living While equipped: Stats +3 Con offense ------ Critical power +10.00% Physical Power +7 (+2 eff.) Ignore resists +7% physical defense ------ Resistance +9% darkness Spell save +6 (+3 eff.) Disarm Resist +12% Sharp, short and deadly. |
warbringer's dwarven-steel dagger (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +15% Sharp, short and deadly. |
stralite dagger of erosion (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Nature Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 17 [Ego] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +11.00 Life Regen +0.80 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel steamsaw of purity (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +45 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +14% nature +15% blight other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of shearing (20-31 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +5 (+2 eff.) Ignore Armor +7 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
scouring dwarven-steel steamsaw of shrapnel (22-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Disrupt/Master/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +43 Uses 1.0 Steam While equipped: Stats +4 Con offense ------ On-Hit 5 acid 8 nature On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) On-Hit (Melee): * 12 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +9% acid +9% nature other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming voratun steamsaw (40-61 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 10 fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swiftstrike yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats +11 Wil +5 Cun +12 Con offense ------ Combat Speed +10% defense ------ Life +41.00 Longbows are used to shoot arrows at your foes. |
hardened leather sling 'Flamequick'4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% On Hit: 10% Shoot level 1 While equipped: Stats +4 Cun +3 Str offense ------ Physical Power +8 (+2 eff.) Combat Speed +10% Damage +18% fire defense ------ Resistance +6% acid Slings are used to hurl stones or metal shots at your foes. |
arcing quiver of yew arrows of accuracy (17/17, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +20 Ignore Armor +10 Critical Rate +2.0% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Arrows are used with bows to pierce your foes to death. |
Bethobeth the Scabsun (24/24, 30-35 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Disrupt Weapon Damage 29.5 - 35.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 On-ranged-hit +4 nature On-Hit, radius 1 +12 nature On-crit, radius 2 +12 nature On Hit: * 28% chance to slow global speed by 39% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots (19/19, 44-53 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 19 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of amnesia (20/20, 35-42 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Psionic Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +8 physical On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 67 physical damage Shots are used with slings to pummel your foes to death. |
Emyyann the dwarven-steel shield (0 def, 12 armour, 172 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con defense ------ Armor +12 Fatigue +8% Resistance +5% arcane Physical save +19 (+7 eff.) Mind save +15 (+7 eff.) Blind Resist +20% Cut Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
crackling dwarven-steel shield of patience (0 def, 6 armour, 83 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex offense ------ When Hit 12 lightning defense ------ Armor +6 Fatigue +8% Resistance +12% lightning +10% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (193) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
reinforced dwarven-steel shield of purity (0 def, 10 armour, 118.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +10% nature +14% blight other ------- Talents +1 Block Handheld deflection devices. |
Frigidsaw the linen robe (3 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ When Hit 6 nature defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +21% cold +6% darkness +7% all Physical save +17 (+6 eff.) Spell save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Splendourtaint (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Ignore resists +10% light When Hit 2 light defense ------ Resistance +7% all Mind save +15 (+7 eff.) other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Cuthegohor (9 def, 12 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Mind Crit +3% defense ------ Armor +12 Defense +9 (+3 eff.) Fatigue +8% Resistance +21% lightning +3% blight Healmod +20% other ------- EQ when Hit +0.12 A suit of armour made of leather. |
enlightening hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Mind save +13 (+6 eff.) A suit of armour made of leather. |
enlightening hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Mind save +10 (+5 eff.) Life +28.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
prismatic hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% cold +12% light +12% darkness A suit of armour made of leather. |
Deepswinnow the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid +15% fire +6% temporal +9% cold Life +28.00 Life Regen +4.00 Healmod +12% A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 14 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid A suit of armour made of mail. |
steel mail armour 'Chamogas' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +9% mind Ignore Armor +3 On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% physical Life +32.00 other ------- Stamina/turn +1.00 A suit of armour made of mail. |
Eremorand the dwarven-steel mail armour (3 def, 14 armour)14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +5 Con offense ------ Accuracy +20 (+7 eff.) defense ------ Armor +14 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% mind +18% cold Unlife -20.00 life A suit of armour made of mail. |
cleansing dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% blight +7% physical +10% nature Physical save +13 (+5 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +10 Defense +3 (+1 eff.) Fatigue +12% Resistance +8% acid +8% cold Mind save +16 (+8 eff.) other ------- Breathe water A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+3 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+6 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
prismatic dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego] Arcane While equipped: defense ------ Armor +11 Fatigue +22% Resistance +12% light +13% darkness A suit of armour made of metal plates. |
Gunorak1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +2 (+2 eff.) Ignore resists +5% temporal Ignore Shields +30% When Hit 4 blight defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
Sunjeer1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Mindpower +3 (+1 eff.) Damage +3% fire defense ------ Armor +10 Defense +10 (+3 eff.) Physical save +6 (+3 eff.) other ------- Max stamina +30.00 A belt that goes around your waist. |
grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal Life +36.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aresarach the Mucustrial1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Damage +15% physical Ignore resists +20% nature defense ------ Resistance +6% blight +3% physical Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Glitta1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +2 Wil offense ------ Ignore resists +20% blight defense ------ Armor +7 Defense +10 (+3 eff.) Physical save +14 (+5 eff.) Unlife -20.00 life other ------- Vim-on-crit +2.00 A belt that goes around your waist. |
Tarroruimnir the Furnacekin1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Mag +8 Wil +5 Con offense ------ When Hit 6 fire defense ------ Life +42.00 A belt that goes around your waist. |
hardened leather belt 'Flareguile'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +15% mind Ignore resists +25% fire When Hit 10 fire defense ------ Defense +16 (+5 eff.) Resistance +9% acid Stealth +11 A belt that goes around your waist. |
hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +7.00% Physical Power +4 (+1 eff.) A belt that goes around your waist. |
Betawe (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +5% arcane +5% physical defense ------ Defense +1 (+0 eff.) Resistance +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardcrypt the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% blight +6% nature +6% light Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+2 eff.) Physical save +5 (+2 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 'Elenyroddasta' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil offense ------ Physical Power +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Defense +16 (+5 eff.) Resistance +2% physical Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con defense ------ Defense +1 (+0 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipserock (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +21% acid Ignore resists +15% darkness When Hit 4 nature defense ------ Defense +11 (+3 eff.) Resistance +24% acid Physical save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tidewhisper' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +9 Dex offense ------ Ignore resists +10% mind Accuracy +5 (+2 eff.) Ignore Armor +5 When Hit 6 mind 8 cold defense ------ Defense +2 (+1 eff.) Resistance +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elomina the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +6 Lck offense ------ Mindpower +5 (+2 eff.) Ignore resists +5% acid defense ------ Armor +1 Stealth +6 Life +20.00 Poison Resist +20% Disease Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 35% (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. |
Torutolen the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Mindpower +30 (+15 eff.) Move Speed +10% Damage +9% mind defense ------ Armor +3 Fatigue -6% Life +39.00 other ------- Stamina/turn +0.50 Psi when Hit +0.04 Light +2 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +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. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.50 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gunakalthokan the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +6% mind Ignore resists +25% acid defense ------ Armor +4 Fatigue +3% Resistance +9% lightning +8% temporal +2% physical +9% acid other ------- EQ when Hit +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snowstriker (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +12% acid +18% cold defense ------ Armor +4 Fatigue +3% Resistance +9% blight +12% temporal Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Wil +3 Cun +2 Con defense ------ Armor +4 Fatigue +3% Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 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. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue -2% Physical save +9 (+4 eff.) other ------- Encumbrance +23 Stamina/turn +0.50 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Hellstone (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane Ignore resists +5% arcane +5% temporal defense ------ Armor +1 Resistance +9% temporal +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Zubetira' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex +1 Wil defense ------ Armor +1 Resistance +3% light +6% nature Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +12.00 Infravision +3 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. |
radiant hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +2 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Chytorand (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +16% acid Accuracy +15 (+5 eff.) When Hit 4 acid 6 physical defense ------ Armor +1 Fatigue +1% Resistance +6% acid +3% darkness 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. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
linen wizard hat 'Umbrawar' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +5% light +15% darkness When Hit 2 darkness defense ------ Defense +1 (+0 eff.) Resistance +3% darkness +16% fire A pointy cloth hat, very wizardly... |
Alyrath the Hellwoe (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% fire defense ------ Armor +1 Fatigue +1% Resistance +3% light +6% cold Healmod +5% Poison Resist +10% Disarm Resist +20% other ------- Hate-on-crit +3.00 Breathe water A cap made of leather. |
Darkorder (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Mag offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +9% darkness +11% physical Crit Resistance 5.00% other ------- Infravision +3 A pointy cloth hat, very wizardly... |
Tulydodan the rough leather cap (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Wil defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue +1% Resistance +6% lightning +7% temporal +6% nature +3% light A cap made of leather. |
Chamehor the hardened leather cap (15 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +4 Str offense ------ Mindpower +20 (+10 eff.) Accuracy +25 (+8 eff.) Ignore Armor +4 defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +3% Resistance +8% nature +8% blight A cap made of leather. |
Hurystir the Dourvortex (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Resistance +12% mind +3% darkness Spell save +3 (+1 eff.) Unlife -60.00 life Cut Resist +10% A cap made of leather. |
Iceradiance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +22% fire Ignore resists +25% cold When Hit 6 light defense ------ Defense +2 (+1 eff.) Resistance +15% cold +19% fire other ------- Light +2 A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Undeathlash' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil offense ------ Mind Crit +3% Damage +3% acid On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +3 Fatigue +5% Resistance +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% cold Mind save +6 (+3 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Voruwen2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con +3 Wil offense ------ Damage +3% acid other ------- Light +5 See Invis +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 Encumbrance T1 lite [Normal] While equipped: other ------- 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 lantern 'Glorith'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun offense ------ Mind Crit +1% Damage +12% mind Ignore resists +15% mind defense ------ Mind save +9 (+4 eff.) other ------- Hate-on-crit +1.00 Light +3 See Stealth +7 See Invis +7 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 lantern 'Healrock'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +12% mind Ignore resists +5% mind +5% nature On-Hit (Melee): * 20% chance to reduce armor by 19% other ------- Max psi +10.00 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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +11% other ------- 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 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Scumviper the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Cun offense ------ Spell Crit +4% Critical power +10.00% Spellpower +4 (+4 eff.) Mindpower +10 (+5 eff.) Damage +6% nature defense ------ Resistance +10% blight +15% cold +5% darkness other ------- Light +4 Infravision +5 See Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 17% 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. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Zubyta the Blastkin (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) When Hit 6 lightning defense ------ Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Communication Orb of Communication0.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 324.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Darkstun the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag offense ------ Spellpower/crit +2 Damage +9% blight Ignore resists +5% light defense ------ Resistance +6% darkness Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of gale force [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding 'Chargeradiance' [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% acid Ignore resists +15% acid defense ------ Resistance +12% lightning +9% fire +5% arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing yew wand of shielding [power 284] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn 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. |
warded yew wand of lightning storm [power 248] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 acid +3 fire +3 light +3 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (297 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Niaen the Ogre Marauder level 17
20th Dusk 122nd year of Ascendancy at 20:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Niaen the Ogre Marauder level 10
3rd Mirth 122nd year of Ascendancy at 17:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Niaen the Ogre Marauder level 20
24th Dusk 122nd year of Ascendancy at 15:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Niaen the Ogre Marauder level 9
2nd Mirth 122nd year of Ascendancy at 07:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Niaen the Ogre Marauder level 13
2nd Flare 122nd year of Ascendancy at 01:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Niaen the Ogre Marauder level 21
26th Dusk 122nd year of Ascendancy at 17:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Niaen the Ogre Marauder level 19
23rd Dusk 122nd year of Ascendancy at 23:25 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Niaen the Ogre Marauder level 23
47th Dusk 122nd year of Ascendancy at 11:45 see stats
Log
Melee retaliation hits Niaen for 0 acid damage.
Niaen hits Xeribeth the black jelly for (34 blocked), 0 physical, (3 blocked), 0 nature (0 total damage).
Melee retaliation hits Niaen for 0 acid damage.
Niaen misses Xeribeth the black jelly.
Niaen misses Xeribeth the black jelly.
Niaen misses Xeribeth the black jelly.
Your shield crumbles under the damage!
Niaen reacts to an attack from Xeribeth the black jelly, mitigating the blow!.
Xeribeth the black jelly hits Niaen for (47 reacted , -5 stam), (110 absorbed) (0 total damage).
The shield around Niaen crumbles.
Xeribeth the black jelly hits Niaen for 8 acid damage.
Xeribeth the black jelly performs a melee critical strike against Niaen!
Xeribeth the black jelly hits Niaen for 69 acid damage.
Green jelly uses Slime Spit.
Green jelly's mind surges with critical power!
Talent Greater Weapon Focus is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Bleeding from Xeribeth the black jelly hits Niaen for 28 acid damage.
Xeribeth the black jelly killed Niaen!
Niaen seems more focused.
Niaen the level 23 ogre marauder was dissolved to death by Xeribeth the black jelly on level 4 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Talent Vitality is ready to use.
Talent Skullcracker is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!























































































































































