










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 | 22 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Aramira the dozing giant venus flytrap at level 17 on the 24th Wealth 122nd year of Ascendancy at 16:26 2 / 4Killed by Salyremina the sandworm at level 21 on the 39th Dearth 122nd year of Ascendancy at 11:27 Killed by corrupted sandworm at level 22 on the 39th Dearth 122nd year of Ascendancy at 14:36 Killed by Jaen at level 22 on the 39th Dearth 122nd year of Ascendancy at 15:18 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 37 (base 30) |
| Constitution | 32 (base 13) |
| Magic | 45 (base 38) |
| Willpower | 14 (base 10) |
| Cunning | 40 (base 30) |
Resources
| Life | 639/639 |
| Mana | 286/286 |
| Insanity | 85/100 |
| Healing Factor | 1.5824420161895 |
| Regeneration | 10.839727810898 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 42.182604915697 |
| See Invisible | 47.182604915697 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Lightning | +3% |
| Nature | +3% |
| Darkness | +24% |
| Blight | +4% |
| Physical | +9% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 20.5 (48.579428603723%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 20 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Silence Resistance | 42% |
| Bleed Resistance | 20% |
| Confusion Resistance | 87% |
| Instadeath Resistance | 100% |
| Stun Resistance | 73% |
| Poison Resistance | 20% |
| Blind Resistance | 81% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 66 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 Cunning stat. |
| 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 505% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
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 worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shade. | 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. * 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: * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed red crystal shard. * You've found the needed bear paw. | 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 | pair of rough leather boots 'Borodan' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +4 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +1 Spell.save +6 (+3 eff.) Silence- +22% Confus- +23% Stun/Frz- +23% ---------- misc Max.mana +40.00 Max.vim +10.00 A pair of boots made of leather. |
| Light source | Loamviper the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% darkness Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% nature +3% darkness Blind- +31% Confus- +12% ---------- misc Light +8 See.Stealth +8 See.Invis +13 Track: Puts all charms on 33 cooldown Level 2.6 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | soothing elm totem of healing [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Heal for 32. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Duvyrarek0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% blight +28% cold Blind- +20% Cut- +20% ---------- misc Light +1 Rings make your fingers look great! |
| On fingers | gold ring 'Ebonyfury'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% acid +6% nature Phys.save +10 (+5 eff.) Spell.save +6 (+3 eff.) Silence- +20% Confus- +20% Rings make your fingers look great! |
| Around waist | Govena1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +7 Cun +5 Lck dps ---------- Phys.crit +2.0% Mind.crit +2% Crit.mult +15.00% Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Stealth +7 ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
| In main hand | Ebonyscar (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Rare] Nature 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: Stats +2 Wil +1 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +20% darkness Res.pen +15% darkness ----- def ----- Resists +9% temporal HP.reg +0.60 Heal.mod +11% ---------- misc Max.hate +2.00 Talents +1 Command Staff This staff offers 20% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Helllady the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +2 Dex dps ---------- Melee+ 9 nature Dmg.mod +3% nature Melee Ret 6 fire ----- def ----- Armour +2 Fatigue +3% Resists +6% nature HP.reg +3.00 ---------- misc Stam/turn +1.20 Psi/turn +0.13 Max.stam +19.00 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. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | Freezeblow (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +3% cold Mind.save +6 (+3 eff.) Die.at -80.00 life Poison- +20% 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 | Flowerwyrd the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Defense +30 (+11 eff.) Resists +16% light +3% fire +14% darkness +6% nature Blind- +30% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; 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 11% 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. |
movement infusion (speed 490%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. 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 titan (speed 496%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 496% 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 Constitution 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 warrior (speed 470%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 470% 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 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 (heal 60; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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 sneak (heal 214; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 214 life over 5 turns. Its effects scale with your Cunning 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 240; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 240 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. |
wild infusion (res 17%; physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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. |
blink rune of the sneak (range 5; phase 20; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, arcane, blight, cold, nature, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 arcane, 4 blight, 5 cold, 5 nature, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 131; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 170; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 170 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 39; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
restful steel amulet of mastery (0.21 Demented / Beyond sanity)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Masteries +0.21 Demented/Beyond sanity Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Armorain'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Mag +2 Con ----- def ----- Fatigue -5% Resists +8% physical HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Masteries +0.16 Demented/Slow death Amulets make your neck look great! |
restful gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
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! |
Morningstreak the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% light ----- def ----- Defense +25 (+10 eff.) Resists +12% blight +12% cold +3% darkness Silence- +10% Rings make your fingers look great! |
Chillward the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +5% Res.pen +10% mind +10% cold Melee Ret 2 acid 2 cold ----- def ----- Fatigue -7% Resists +9% cold ---------- misc Max.enc +26 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring 'Growthwrack'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Fatigue -5% Resists +3% mind Blind- +27% ---------- misc Max.enc +20 Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
magewarrior's short ash vilestaff of warding (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego+] Arcane/Master 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 ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +5 (+2 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness Acc +5 (+1 eff.) ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff This staff offers 15% bonus, 2 wards to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
blighted yew starstaff of wizardry (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego++] Arcane 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: Stats +3 Mag +2 Wil dps ---------- Spell.crit +9% Spell.pwr +17 (+5 eff.) Dmg.mod +20% physical ---------- misc Vim/s.crit +2.00 Max.mana +24.00 Max.vim +12.00 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. |
cruel yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] 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 +11% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff This staff offers 20% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
steel battleaxe of dampening (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +13% acid +13% lightning +10% cold +10% fire +6% all Spell.save +9 (+5 eff.) Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +31% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of massacre (40-59 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Hit: * 21% chance to reduce all saves and defense by 20 While equipped: Stats +6 Cun +5 Wil Massive two-handed battleaxes. |
arcing steel greatmaul (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Massive two-handed mauls. |
balanced dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +39% Massive two-handed swords. |
dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 44.0 - 70.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword of torment (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Psionic Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
hateful dwarven-steel greatsword (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living Massive two-handed swords. |
balanced steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +26% Sharp, long, and deadly. |
balanced dwarven-steel longsword of erosion (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Nature/Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +23% Sharp, long, and deadly. |
dwarven-steel longsword of massacre (30-43 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon Reqs Str 20 [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Freezepride the dwarven-steel waraxe (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +12% Unnatural On Hit: * 20 arcane resource burn While equipped: Stats +3 Wil dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% acid +3% fire +9% blight One-handed war axes. |
balanced dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +20% One-handed war axes. |
balanced dwarven-steel waraxe of vileness (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% One-handed war axes. |
steel dagger 'Blindripper' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 light On Hit.r1 +9 fire On Crit.r2 +20 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) ----- def ----- Resists +3% light ---------- misc Light +2 Sharp, short and deadly. |
steel dagger of daylight (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +8% Undead Sharp, short and deadly. |
dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 23.5 - 30.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered dwarven-steel dagger (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 46% Sharp, short and deadly. |
gifted vined mindstar of venom (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Melee+ 4 acid Dmg.mod +6% acid Res.pen +6% acid ----- def ----- Resists +7% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +22.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of life (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +16.00% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Icewisp the yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +6 Dex +5 Con dps ---------- Phys.crit +8.0% Res.pen +11% physical Acc +11 (+3 eff.) Melee Ret 6 acid 2 cold ----- def ----- Resists +3% acid ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 146 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
steady cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% fire Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Xeroriatira'4.0 T4 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +4 acid While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% acid +12% physical Res.pen +10% physical On Hit (Ranged): * 20% chance to reduce armor by 33% ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
deadly quiver of yew arrows of accuracy (20/20, 43-60 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 43.0 - 60.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of corruption (24/24, 34-48 power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane Power 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 On Hit: 20% Curse of Impotence 3 Arrows are used with bows to pierce your foes to death. |
flaming iron shield of resilience (0 def, 2 armour, 24.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of purity (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +5% blight +9% all Max.HP +46.00 HP.reg +1.70 Heal.mod +13% ---------- misc Mana/turn +0.14 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all ---------- misc Mana/turn +0.20 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 46% * 4 arcane resource burn ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of frost (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +11% all +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +11% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% nature +10% blight A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Gida the Oozebutcher (22 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +1.0% Acc +10 (+3 eff.) Melee Ret 2 nature ----- def ----- Armour +4 Defense +22 (+9 eff.) Fatigue +12% Die.at -40.00 life HP.reg +2.40 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.70 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
rejuvenating steel mail armour of command (8 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue +12% Mind.save +12 (+6 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +16 (+8 eff.) A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +13% nature +11% blight A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +15 Defense +3 (+2 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
impenetrable steel plate armour (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
impenetrable steel plate armour (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +17 Fatigue +22% A suit of armour made of metal plates. |
insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +5% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Blazeripper1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +9% acid +9% temporal +9% darkness +8% blight Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Grinygrim the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +6 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +8% fire +10% cold ---------- misc Equi/ret +0.04 See.Invis +12 A belt that goes around your waist. |
Nerigavena the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% blight +9% cold +8% light +8% darkness Phys.save +9 (+4 eff.) A belt that goes around your waist. |
Obsidianmortal the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +25% darkness +5% mind ----- def ----- Resists +12% darkness +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Durehor' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +9% physical Res.pen +15% physical ----- def ----- Defense +11 (+5 eff.) Resists +3% blight +6% darkness Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) 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. |
Isytha the Strikevagrant (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +11% darkness Res.pen +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +6% temporal +13% darkness +9% nature Stealth +11 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanaba (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness +12% temporal Die.at -60.00 life Def/telep +16 Res/telep +12% Dur/telep +15% ---------- misc Stam/turn +3.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shadecast' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% darkness +12% blight Res.pen +15% darkness +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Defense +2 (+1 eff.) Mind.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. |
Zubugathra the Sunstoker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +6% fire +3% temporal Melee Ret 2 blight ----- def ----- Armour +1 Resists +12% fire ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
pair of hardened leather boots 'Silulrawen' (30 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% acid +6% physical ----- def ----- Armour +3 Defense +30 (+11 eff.) Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +20.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glann (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +5% mind +7% physical Melee Ret 4 mind ----- def ----- Armour +4 Fatigue +3% Spell.save +12 (+6 eff.) ---------- misc Psi/ret +0.20 Max.hate +2.00 Blindside: Puts all charms on 21 cooldown Level 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 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. |
Stokewire the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% light Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue -1% Resists +3% lightning +9% blight +5% arcane +6% acid Phys.save +8 (+4 eff.) ---------- misc Max.enc +26 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 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.40 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. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) 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 'Crackleidol' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% fire +6% cold Spell.save +18 (+9 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Ebonyscar' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil +3 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire ---------- misc See.Invis +3 A cap made of leather. |
Aroriwe the Brightraze (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +9% cold Res.pen +10% light Melee Ret 6 nature ----- def ----- Defense +2 (+1 eff.) Resists +19% nature +12% light A pointy cloth hat, very wizardly... |
prismatic hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness A cap made of leather. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starstalker the dwarven-steel helm (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +10% acid ----- def ----- Armour +4 Defense +15 (+6 eff.) Fatigue +4% Resists +15% fire +22% darkness +3% light Disease- +20% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Weepgore the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Mag +2 Cun +6 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +4% Resists +8% nature Spell.save +5 (+3 eff.) Max.HP +57.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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 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. |
3 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern of health1.0 T1 lite [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +13% ---------- 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. |
Hurukalthondur the Boltblood1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% darkness +24% lightning Res.pen +10% temporal ----- def ----- Resists +12% lightning +6% temporal +7% light Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 158.71 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.70 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.70 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Firewreath (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +6% fire ----- def ----- Armour +14 Resists +6% fire ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 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 8 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
Layebeth [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight +3% mind Blind- +20% Silence- +20% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Fatigue - 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Res.pen: + 11% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin [power 35] (17 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jaen the Drem Writhing One level 11
30th Voratun 122nd year of Ascendancy at 14:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jaen the Drem Writhing One level 10
18th Voratun 122nd year of Ascendancy at 18:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jaen the Drem Writhing One level 20
20th Dearth 122nd year of Ascendancy at 00:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jaen the Drem Writhing One level 17
24th Wealth 122nd year of Ascendancy at 18:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jaen the Drem Writhing One level 7
18th Voratun 122nd year of Ascendancy at 13:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jaen the Drem Writhing One level 14
4th Profit 122nd year of Ascendancy at 09:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jaen the Drem Writhing One level 19
19th Dearth 122nd year of Ascendancy at 23:33 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Jaen the Drem Writhing One level 22
39th Dearth 122nd year of Ascendancy at 15:18 see stats
Log
Talent Infusion: Regeneration is ready to use.
Worm that walks (servant of Jaen) activates Worm that Walks Link.
Worm that walks (servant of Jaen) activates Infestation.
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 Rune: Shatter Afflictions is ready to use.
Talent Chaos Orbs is ready to use.
Talent Decayed Devourers is ready to use.
Talent Overgrowth is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Disjointed Mind is ready to use.
Saving done.
Talent Frenzy is ready to use.
Rested for 20 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).
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)!










































































































































