











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Almost-Roguelike Permadeath Option 1.7.0Based on "Semi-Roguelike Mode" by Zizzo, but more restrictive. Adds a new permadeath option that may give you an extra life at certain parts of the campaign; however, you can only store up to 1 of these extra lives. Specifically, you will gain an extra life (if you don't have one already) upon clearing all T2 zones, going East the first time, and making it to High Peak. What's the point? I want the feel of the "Roguelike Experience(tm)" most of the time, but after sinking a certain amount of hours into the character, it becomes particularly painful to lose it (especially since you've already been able to get through arguably the game's most difficult sections), and by the nature of the game's difficulty curve this can severely limit your ability to practice clearing the endgame zones. The extra lives are capped at 1 so the feeling of limited resources is still there (similar to if you had found the Blood of Life, though this works independently of that mechanic). Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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: Herald of the Herald 1.5.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. 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!). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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 Kruk Pride Tool Shop 1.5.0Adds a store to Kruk Pride in the Embers of Rage DLC selling pickaxes and lanterns, similar to the Survival Supplies shop in Derth.. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! (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! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. 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: Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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: 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. 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 24 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by onilug at level 14 on the 27th Voratun 122nd year of Ascendancy at 11:43 3 / 4Killed by Lisyssra the giant lightning ant at level 20 on the 41st Profit 122nd year of Ascendancy at 13:18 Killed by Bethessra the sandworm destroyer at level 24 on the 45th Profit 122nd year of Ascendancy at 13:01 Killed by Jaen at level 24 on the 45th Profit 122nd year of Ascendancy at 14:06 |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 38 (base 30) |
| Constitution | 20 (base 13) |
| Magic | 50 (base 46) |
| Willpower | 17 (base 10) |
| Cunning | 31 (base 28) |
Resources
| Life | 831/831 |
| Mana | 273/273 |
| Insanity | 76/100 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 6.7941180348631 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55.796683224497% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.465374305457 |
| See Invisible | 30.465374305457 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 47 |
| Crit Chance | 11% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +33% |
| Nature | +13% |
| Blight | +9% |
| Arcane | +20% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +5% |
| Fire | +5% |
| Arcane | +20% |
| Cold | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 14.5 (46.579428603723%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 10 |
| Physical Save | 18 |
| Spell Save | 25 |
| Mental Save | 32 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Nature | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Fire | + 3%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 79% |
| Stun Resistance | 81% |
| Pinning Resistance | 20% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 497% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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 288 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Cyrythra the Darkstun (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Crit.mult +20.00% Res.pen +10% mind Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +3% Resists +3% darkness Silence- +25% Confus- +32% Stun/Frz- +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Woewill (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +21% darkness Res.pen +5% fire +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% fire A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Mirek0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Res.pen +20% arcane Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Falyrand'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +3% blight Max.HP +34.00 Blind- +20% Pinning- +20% A belt that goes around your waist. |
| In main hand | earthen short yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Unlightlady the rough leather gloves (10 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 6 nature Dmg.mod +4% nature +3% darkness Res.pen +5% physical Apr +2 ----- def ----- Armour +1 Defense +10 (+4 eff.) Resists +6% nature Die.at -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Glimmertrencher the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight Max.HP +80.00 HP.reg +2.00 Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
| Cloak | linen cloak 'Corpsepiercer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +33.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blindwar the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Dex +3 Wil +3 Cun +3 Con dps ---------- Mind.pwr +6 (+3 eff.) Mov.spd +10% Dmg.mod +3% mind Res.pen +5% mind +10% light ----- def ----- Fatigue -6% Resists +9% mind Mind.save +7 (+4 eff.) HP.reg +2.00 Confus- +15% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (die at -408; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -408 life. The duration and life will increase by 1% for every 1% life you have lost (currently 408 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the wizard (heal 338; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 440; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. 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. |
blink rune (range 4; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 13; resist 21%; move 32%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 32% faster, and you are invisible (power 13). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mayewyn the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Teleport- +10% ---------- misc Masteries +0.13 Technique/Combat training Amulets make your neck look great! |
Torchspike0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +9% temporal +12% cold +11% fire Confus- +10% Amulets make your neck look great! |
copper amulet 'Satyrquick'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +15% nature ----- def ----- Resists +12% fire +11% cold Spell.save +12 (+6 eff.) Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
gold amulet 'Ebonywasp'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness +25% nature On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% darkness Amulets make your neck look great! |
copper ring 'Arosevea'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +11% blight Res.pen +10% arcane ----- def ----- Resists +11% blight +2% physical +12% mind ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+4 eff.) Rings make your fingers look great! |
gladiator's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Samizor'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Dmg.mod +12% darkness +9% blight Res.pen +10% mind ----- def ----- Resists +24% darkness ---------- misc Mana/turn +0.20 Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) Blind- +22% ---------- misc Max.stam +10.00 Infravis +3 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
titan's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +8 (+5 eff.) Rings make your fingers look great! |
infernal short ash magestaff of channeling (15-18 power, 3 apr, fire element)5.0 T2 staff 1H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +20 (+7 eff.) Melee+ 16 fire Dmg.mod +15% fire ---------- misc Mana/turn +0.15 See.Invis +5 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent short ash vilestaff of might (17-20 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +17% darkness ---------- misc Talents +1 Command Staff This staff offers 17% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
cruel short yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +5.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff This staff offers 20% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Vorowen' (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Phys.pwr +20 (+7 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane +15% physical ----- def ----- Resists +6% acid ---------- misc Stam/turn +3.00 Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
flaming dwarven-steel battleaxe of shearing (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: dps ---------- Res.pen +12% all Acc +13 (+4 eff.) Apr +9 Massive two-handed battleaxes. |
Furnacestrider (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Disrupt/Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Deals 41 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +13% physical Acc +23 (+8 eff.) Apr +7 On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% light +3% fire Massive two-handed mauls. |
chilling dwarven-steel greatmaul of the mystic (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 cold While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +13 (+4 eff.) Massive two-handed mauls. |
truestriking dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +7 (+2 eff.) Apr +12 Massive two-handed mauls. |
balanced dwarven-steel greatsword of projection (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +13 (+5 eff.) Disarm- +36% Massive two-handed swords. |
elemental dwarven-steel greatsword of crippling (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +20% cold Res.pen +14% cold Massive two-handed swords. |
warbringer's dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +12 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +22% Massive two-handed swords. |
dwarven-steel longsword 'Polemina' (30-41 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: dps ---------- Res.pen +10% physical ----- def ----- Defense +30 (+11 eff.) Die.at -40.00 life Sharp, long, and deadly. |
warbringer's dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +15% Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace of erosion (24-34 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Nature Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight +11 nature On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +15% Blunt and deadly. |
Cloudgore the dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Psionic Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 darkness +20 lightning Against +10% Living While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +15% light ----- def ----- Crit.dmg- 15.00% One-handed war axes. |
plaguebringer's dwarven-steel waraxe (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +19% One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger of erosion (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature Sharp, short and deadly. |
Greenscar the steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +4 Mag +6 Wil +6 Cun +5 Con dps ---------- Dmg.mod +12% nature Res.pen +10% darkness +25% nature On Hit (Melee): * 20% chance to slow global speed by 43% Sharp, short and deadly. |
steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
balanced dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +28% Sharp, short and deadly. |
dwarven-steel dagger 'Infernoarc' (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature +16 fire While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +18% mind ----- def ----- Resists +6% temporal ---------- misc Max.psi +20.00 Sharp, short and deadly. |
dwarven-steel dagger 'Ivetha' (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Phys.crit +9.0% Crit.mult +23.00% Res.pen +5% physical Apr +5 ----- def ----- Armour +2 Resists +1% physical +5% arcane +12% light Phys.save +6 (+4 eff.) Sharp, short and deadly. |
elemental dwarven-steel dagger of rage (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 78 fire damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +5% fire +7% physical Res.pen +8% fire Acc +10 (+3 eff.) Sharp, short and deadly. |
hateful dwarven-steel dagger of massacre (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 22.5 - 29.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living Sharp, short and deadly. |
vined mindstar of disruption (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature Res.pen +4% nature ----- def ----- Resists +4% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
balanced steel steamsaw of winter (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Acc +5 (+2 eff.) On shield block: * Deals 81 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +3 Defense +9 (+4 eff.) Fatigue +6% Resists +11% cold Disarm- +22% ---------- misc Talents +1 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 massacre (26-39 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Steamtech Power 26.0 - 39.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
ash longbow 'Moldminister'4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Phys.crit +3.0% Acc +14 (+5 eff.) On Hit (Ranged): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% light +6% fire Phys.save +18 (+10 eff.) Longbows are used to shoot arrows at your foes. |
Khelezilavon the Umbrafurnace4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +4 darkness +8 lightning On Hit: * 20% chance to reduce damage dealt by 15% While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+5 eff.) ----- def ----- Resists +9% darkness +6% fire Mind.save +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Pyretide4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +8 fire While equipped: Stats +4 Cun +5 Str dps ---------- Res.pen +7% physical ----- def ----- Resists +9% acid +6% fire Crit.dmg- 15.00% Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Barusatir (19/19, 20-24 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Rld cld 4 Ranged+ +20 blight On Hit.r1 +6 fire On Crit.r2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 23 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Burnquencher' (19/19, 29-35 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +9.0% Capacity 19 Proj.spd +400% Ranged+ +12 fire On Hit.r1 +16 fire On Crit.r2 +8 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of persecution (19/19, 33-40 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Against +14% Unnatural +9% Unliving Shots are used with slings to pummel your foes to death. |
cashmere robe of darkness (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of fire (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Resists +11% all +22% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of light (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light +14% arcane ----- def ----- Resists +16% light +11% all ---------- misc Max.mana +43.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +6% Phys.save +6 (+4 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +11% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
steel plate armour 'Umbraoozer' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +9 Fatigue +22% Resists +3% fire +6% mind +6% darkness Mind.save +14 (+7 eff.) ---------- misc Stam/turn +1.00 Max.stam +30.00 A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of temporal resistance (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +20% temporal A suit of armour made of metal plates. |
Blizzardsteel1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+4 eff.) Resists +3% light +15% cold Stealth +6 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
Ce'Nynne the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Res.pen +10% physical Acc +5 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +2 Resists +5% fire +6% cold A belt that goes around your waist. |
Yaraleg the Flashclamor1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +3% light Melee Ret 4 mind ----- def ----- Defense +9 (+4 eff.) Stealth +6 ---------- misc Light +2 A belt that goes around your waist. |
Lisoma1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +6 Dex +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- HP.reg +1.70 Heal.mod +16% ---------- misc Light +2 A belt that goes around your waist. |
Urthehor1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Apr +4 ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +10% fire +6% blight +9% cold A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) A belt that goes around your waist. |
Sootquake (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +8 (+4 eff.) Resists +6% blight +2% physical +5% arcane Phys.save +6 (+4 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourbutcher the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) Dmg.mod +24% darkness +6% fire Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerogaba the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +7 Resists +3% blight +9% fire Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 83% 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. A pair of boots made of leather. |
Blizzardjeer the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +6 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Armour +3 Resists +12% acid +3% cold +6% nature +6% blight Confus- +20% Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Ce'Nywen the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Wil +2 Cun dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +9% blight ----- def ----- Armour +3 Resists +7% fire +5% cold Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% 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. A pair of boots made of leather. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -6% Phys.save +7 (+4 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Winterpain the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +6% cold Res.pen +8% physical Acc +30 (+10 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +3.00 Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +9% fire +5% cold 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 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+4 eff.) ---------- misc Max.enc +21 Stam/turn +0.60 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Resists +10% blight Silence- +20% Confus- +26% Stun/Frz- +20% Blink to a nearby random location (rad 10) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
scouring drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Spell.save +13 (+6 eff.) 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. |
Sulfurwell (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +6% acid +3% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +12% fire +5% arcane +9% temporal Mind.save +3 (+2 eff.) Max.HP +40.00 Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
Barakalthorak the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +30 (+11 eff.) Dmg.mod +12% acid ----- def ----- Defense +11 (+5 eff.) Resists +6% fire +6% cold Phys.save +3 (+2 eff.) ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Starmonster' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +5% temporal +3% mind Crit.dmg- 5.00% Stun/Frz- +20% ---------- misc Light +2 A pointy cloth hat, very wizardly... |
Dimobeisance the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +13% fire Melee Ret 2 darkness 2 physical On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +1% physical +19% fire ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
Anarak (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +19% cold Crit.dmg- 5.00% Heal.mod +15% Poison- +20% A pointy cloth hat, very wizardly... |
Dazzletyphoon (15 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Phys.pwr +10 (+4 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +2 Res.pen +5% blight Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +15 (+6 eff.) Fatigue +1% ---------- misc Light +3 A cap made of leather. |
Emobeth the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Res.pen +10% acid Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
Galothel (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag +4 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+4 eff.) ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
Glorelrassra the rough leather cap (10 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +15 (+6 eff.) On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +1% Phys.save +12 (+7 eff.) Die.at -20.00 life A cap made of leather. |
Voidseam (15 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Res.pen +10% darkness ----- def ----- Armour +6 Defense +15 (+6 eff.) Fatigue +3% Resists +6% darkness ---------- misc Max.stam +30.00 Infravis +2 A cap made of leather. |
Voramida (2 def, 0 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Dmg.mod +15% mind ----- def ----- Defense +2 (+1 eff.) Resists +11% nature +9% blight ---------- misc Equi/ret +0.08 Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Layowen' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun ----- def ----- Armour +6 Fatigue +3% Resists +12% acid +6% cold +5% arcane +3% nature ---------- misc Hate/m.crit +5.00 Infravis +3 A cap made of leather. |
Amelin the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Die.at -40.00 life Max.HP +60.00 Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetbloom (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Cun dps ---------- Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Voidshaper' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% cold +6% darkness +3% light ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Durendur' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +12 Str +7 Dex +6 Wil +2 Cun +3 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Fatigue +4% ---------- misc Infravis +2 Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.7 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glacierbone'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% blight ----- def ----- Armour +2 Phys.save +6 (+4 eff.) Heal.mod +27% Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Shimmerslice'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% cold ----- def ----- Armour +2 Resists +3% acid +9% cold Phys.save +3 (+2 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Duvydor the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Cun ---------- misc Light +2 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Flowergore the elm totem of stinging [power 122] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% nature Phys.save +3 (+2 eff.) Heal.mod +5% Silence- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 138 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Reduce 1 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of clairvoyance [power 11] (13 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 65 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Res.pen: + 12% all for 2 turns. 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 Jaen the Drem Writhing One level 16
11st Profit 122nd year of Ascendancy at 22:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jaen the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 10:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jaen the Drem Writhing One level 20
24th Profit 122nd year of Ascendancy at 14:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jaen the Drem Writhing One level 17
12nd Profit 122nd year of Ascendancy at 12:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jaen the Drem Writhing One level 8
25th Voratun 122nd year of Ascendancy at 01:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jaen the Drem Writhing One level 14
29th Voratun 122nd year of Ascendancy at 11:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jaen the Drem Writhing One level 22
44th Profit 122nd year of Ascendancy at 07:40 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Jaen the Drem Writhing One level 24
45th Profit 122nd year of Ascendancy at 14:06 see stats
Log
Talent Shed Skin is ready to use.
Talent Lash Out is ready to use.
Worm that walks (servant of Jaen) activates Worm that Walks Link.
Worm that walks (servant of Jaen) activates Infestation.
Talent Infusion: Regeneration is ready to use.
Jaen links closer to his ally!
Worm that walks (servant of Jaen) links closer to his ally!
Worm that walks (servant of Jaen) activates Ruin.
Talent Chaos Orbs is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Decayed Devourers is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Frenzy is ready to use.
Talent Defensive Posture is ready to use.
Talent From Below It Devours is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Character control switched to worm that walks (servant of Jaen).
Character control switched to Jaen.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





























































































































