










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 | 30 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Adorin the rogue at level 22 on the 41st Profit 122nd year of Ascendancy at 02:25 2 / 4Killed by Xanirabeth the xorn at level 28 on the 10th Wealth 122nd year of Ascendancy at 10:23 Killed by corrupted acidic digestor at level 30 on the 15th Wealth 122nd year of Ascendancy at 06:08 Killed by ritch flamespitter at level 30 on the 15th Wealth 122nd year of Ascendancy at 20:30 |
Primary Stats
| Strength | 17 (base 14) |
| Dexterity | 39 (base 30) |
| Constitution | 20 (base 13) |
| Magic | 67 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 42 (base 35) |
Resources
| Life | 880/880 |
| Mana | 323/323 |
| Insanity | 100/100 |
| Healing Factor | 1.087058885578 |
| Regeneration | 0.2717647213945 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 47.921546859523 |
| See Invisible | 60.921546859524 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Darkness | +85% |
| Nature | +6% |
| Blight | +24% |
| Physical | +13% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +5% |
| Light | +20% |
| Temporal | +10% |
| Blight | +5% |
| Physical | +10% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (35.65183292883%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 28%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 59%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 59% |
| Poison Resistance | 20% |
| Confusion Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 92 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 -322 life. The duration and life will increase by 1% for every 1% life you have lost (currently 322 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| 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 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Increases defense by 10. Mobile Defense |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Daikara. Escort: worried loremaster (level 3 of Daikara)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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed xorn fragment. 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 warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. 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 black mamba head. * You've found the needed vial of greater demon bile. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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 within3 lumberjacks have died. | done |
Equipment
| On feet | Unlightpierce (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +15% darkness Res.pen +5% lightning Melee Ret 10 blight ----- def ----- Armour +1 Resists +6% darkness A pair of boots made of leather. |
| Light source | Cindervalor the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% Res.pen +10% fire ----- def ----- Resists +2% physical Mind.save +5 (+2 eff.) Die.at -20.00 life ---------- misc Light +4 See.Stealth +13 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cystblight (32 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +9% darkness +8% physical On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +32 (+9 eff.) Resists +6% acid +7% physical +5% darkness Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of clear mind 'Festerbright' [power 2] (21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% darkness Spell.save +9 (+4 eff.) Mind.save +12 (+4 eff.) Die.at -20.00 life Poison- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Gain 21% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +10 (+3 eff.) Apr +13 ----- def ----- Defense +9 (+3 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +15.00 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 143% 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 | steel ring 'Ulolach'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +15% acid +13% darkness +15% mind ----- def ----- Resists +26% darkness Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Light +3 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Smearhash'1.0 T3 belt armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +7% blight +12% fire +3% nature Mind.save +8 (+3 eff.) Max.HP +30.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Maloregotar (30-36 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +16 (+5 eff.) Dmg.mod +30% darkness +15% blight Res.pen +5% blight Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +9% darkness +9% temporal Def/telep +9 Res/telep +13% Dur/telep +9% ---------- misc Mana/turn +0.14 Max.mana +34.00 Talents +1 Command Staff This staff offers 30% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets of war-making (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +8% Crit.mult +5.00% ----- def ----- Armour +6 Fatigue +3% Mind.save +9 (+3 eff.) Max.HP +48.00 Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.13 to 37.67 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Adynn the Murkbrace (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +3% acid +9% darkness Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Dazzlebutcher'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +20% light +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% lightning +9% light Stun/Frz- +27% ---------- misc Hate/m.crit +1.00 Light +1 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 131; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 121; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the duelist (die at -458; dur 6; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 -458 life. The duration and life will increase by 1% for every 1% life you have lost (currently 458 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -255; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 7 turns. While Heroism is active, you will only die when reaching -255 life. The duration and life will increase by 1% for every 1% life you have lost (currently 255 life, 7 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 duelist (heal 229; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 153; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 153.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 2; blocks 3; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 2 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Bilecrack'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +20 (+6 eff.) Fatigue -5% Resists +6% mind Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Swamparc the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Dex +7 Wil +5 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +12% nature +6% mind Amulets make your neck look great! |
gold amulet 'Falobers'0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +6% acid +9% blight Max.HP +20.00 Disease- +20% Stun/Frz- +20% ---------- misc Masteries +0.28 Spell/Staff combat Amulets make your neck look great! |
archmage's voratun amulet0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% acid +6% fire +6% cold +6% lightning Amulets make your neck look great! |
copper ring 'Morningstone'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +10% temporal ----- def ----- Resists +6% blight +12% cold +3% light +6% darkness Spell.save +12 (+6 eff.) ---------- misc Max.stam +12.00 Light +1 Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 13 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
Armyhek the Winterresolve0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +12% fire Res.pen +15% cold ----- def ----- HP.reg +3.00 Stun/Frz- +28% ---------- misc Infravis +3 See.Invis +12 Rings make your fingers look great! |
Gloriwyn0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Dmg.mod +14% nature Res.pen +25% physical Acc +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +28% nature +1% physical Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Infernoraptor'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight Res.pen +5% arcane +5% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +5% arcane +15% blight Blind- +32% ---------- misc Infravis +4 See.Stealth +10 See.Invis +7 Rings make your fingers look great! |
Woeoblivion the yew magestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Random Unique] Arcane/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 +13% Crit.mult +21.00% Spell.pwr +15 (+5 eff.) Melee+ 20 fire Dmg.mod +29% darkness Res.pen +5% fire +8% all Acc +8 (+3 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +9% darkness ---------- misc See.Invis +10 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. |
Gomachak the Glittersteel (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +11% Phys.pwr +30 (+12 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +25% acid +15% mind +15% light Apr +10 ----- def ----- Defense +15 (+5 eff.) Phys.save +13 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +13 (+4 eff.) ---------- misc Talents +1 Command Staff This staff offers 25% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Shiverbrand' (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +4% Spell.pwr +21 (+7 eff.) Dmg.mod +9% mind +25% cold Res.pen +25% cold Melee Ret 6 mind ----- def ----- Resists +15% mind +21% fire HP.reg +1.30 Heal.mod +18% ---------- misc Talents +1 Command Staff This staff offers 25% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
blighted dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +21 (+7 eff.) Dmg.mod +30% fire ---------- misc Vim/s.crit +5.00 Max.vim +27.00 Talents +1 Command Staff This staff offers 30% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +11 Wil +20 Cun +7 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+5 eff.) S.pwr/crit +7 Dmg.mod +30% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +27.00 Max.N.En +32.00 Talents +1 Command Staff This staff offers 30% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Torchwind' (30-36 power, 6 apr, blight element)5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% blight +6% physical +6% fire +15% temporal Res.pen +15% all Acc +25 (+8 eff.) Apr +23 ----- def ----- Die.at -80.00 life ---------- misc Anom.red +10 Talents +1 Command Staff This staff offers 30% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
surging short dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+5 eff.) S.pwr/crit +4 Dmg.mod +30% lightning ----- def ----- Phys.save +7 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Talents +1 Command Staff This staff offers 30% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone starstaff of protection (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Resists +25% darkness +6% temporal Def/telep +12 Res/telep +19% Dur/telep +11% ---------- misc Talents +1 Command Staff This staff offers 30% bonus, 15% resistance to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
voratun battleaxe 'Sootkarma' (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +20 light +16 mind While equipped: dps ---------- Dmg.mod +18% mind +9% fire Res.pen +25% darkness Acc +21 (+7 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 20 * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +21 (+6 eff.) Disarm- +60% Massive two-handed battleaxes. |
Gluna the voratun greatmaul (89-134 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 89.0 - 133.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +44 lightning +126 fire +35 cold While equipped: dps ---------- All.spd +8% Mov.spd +57% Res.pen +24% lightning +30% fire +10% arcane +17% cold ----- def ----- Mind.save +6 (+2 eff.) Max.HP +80.00 ---------- misc Mana/turn +0.12 Max.mana +60.00 Massive two-handed mauls. |
voratun greatmaul 'Aerywe' (83-124 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Power 83.0 - 124.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +20 blight While equipped: dps ---------- Res.pen +25% blight ----- def ----- Armour +4 Defense +30 (+8 eff.) Resists +9% fire Disease- +20% Massive two-handed mauls. |
stralite greatsword 'Xelaith' (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +12 mind On Hit: * 20% chance to reduce armor by 37% While equipped: Stats +6 Str +14 Con dps ---------- Phys.pwr +32 (+13 eff.) Res.pen +19% physical Melee Ret 4 physical ----- def ----- Armour +8 Disarm- +39% Massive two-handed swords. |
caller's living mindstar (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +7% acid +10% fire +10% cold +10% physical Res.pen +8% acid +4% fire +6% cold +6% physical ----- def ----- Heal/summ +38 ---------- misc Max.summ +2 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. |
Amuharadir4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 acid While equipped: Stats +12 Str +4 Dex +6 Mag +6 Con dps ---------- Dmg.mod +33% acid +15% arcane Longbows are used to shoot arrows at your foes. |
Singestriker4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +6.0% Dmg.mod +21% fire Acc +13 (+4 eff.) Melee Ret 10 physical ----- def ----- Armour +12 Resists +5% physical Slings are used to hurl stones or metal shots at your foes. |
flaming voratun shield of patience (0 def, 10 armour, 215 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 fire Melee Ret 13 fire ----- def ----- Armour +10 Fatigue +8% Resists +16% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (261) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
dispeller's elven-silk robe of light (+11%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +16% light ----- def ----- Resists +11% lightning +9% darkness +31% light +7% blight +9% fire +9% cold +15% all Phys.save +15 (+7 eff.) Spell.save +30 (+12 eff.) Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +12% light +14% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dagahek the Festerstake (13 def, 9 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% nature Res.pen +15% nature ----- def ----- Armour +9 Defense +13 (+4 eff.) Fatigue +7% Resists +3% nature Mind.save +12 (+4 eff.) Max.HP +35.00 HP.reg +6.40 Heal.mod +13% ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +13% darkness +12% physical ---------- misc Light +2 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 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Glimmerpiercer (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +15 (+7 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +12% light HP.reg +8.00 ---------- misc Stam/turn +2.50 Psi/ret +0.16 Hate/m.crit +5.00 Max.psi +50.00 A suit of armour made of mail. |
voratun mail armour 'Velena' (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Master While equipped: Stats +7 Wil dps ---------- Spell.crit +6% Crit.mult +15.00% S.pwr/crit +8 Melee Ret 10 blight ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% lightning ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
Glasenn (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Crit.mult +15.00% Dmg.mod +12% mind ----- def ----- Armour +13 Fatigue +22% Resists +27% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.24 Hate/m.crit +5.00 A suit of armour made of metal plates. |
Cloudtrencher the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% lightning +3% mind Against +19% Summoned Melee Ret 8 mind 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% mind D.Red.from +17% Summoned A belt that goes around your waist. |
Shadesever the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +6 Cun +6 Lck dps ---------- Res.pen +25% darkness Apr +1 ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
insulating rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 20 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Isanor (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +7 (+2 eff.) Resists +12% acid Phys.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. |
Zubelenn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +25% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% darkness Disease- +20% Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relguchik (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +4 Dex +3 Con ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +3% fire Cut- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salelaith the Smearransom (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +5 Wil +7 Cun +3 Con dps ---------- Mind.crit +9% Res.pen +10% nature ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unretar (11 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil +5 Mag dps ---------- Dmg.mod +6% acid Res.pen +25% acid ----- def ----- Armour +5 Defense +11 (+3 eff.) Crit.dmg- 15.00% Phys.save +16 (+8 eff.) Spell.save +18 (+8 eff.) Mind.save +16 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Greenviper' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Mind.crit +1% Crit.mult +20.00% Phys.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +2 (+0 eff.) Fatigue -4% ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmeroath the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +25% blight +25% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce armor by 37% ----- def ----- Defense +3 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbuscut the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) Dmg.mod +6% lightning +21% mind Melee Ret 6 lightning ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +9% lightning +15% light +20% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarredrakalthohell (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Dmg.mod +21% physical Res.pen +10% physical ----- def ----- Armour +5 Resists +2% physical +15% fire +5% arcane +15% cold Stun/Frz- +20% ---------- misc Stam/turn +3.00 Max.stam +30.00 A pair of boots made of leather. |
Unrovon the Pitchcast (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +20% darkness +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal +3% darkness ---------- misc Hate/m.crit +2.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgidedur (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 darkness 10 temporal Ranged+ 10 temporal Dmg.mod +9% acid +5% temporal +3% darkness Res.pen +10% blight Acc +13 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +2 Resists +6% darkness +7% temporal Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 9% chance to reduce damage dealt by 17% * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerekor (0 def, 6 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +6 Phys.save +17 (+8 eff.) Mind.save +10 (+3 eff.) Max.HP +48.00 HP.reg +5.00 Heal.mod +15% Silence- +10% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.00 Max.stam +17.00 Cooldown Double Strike -1 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: 10% Nightmare 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isavena the Kindlestrike (0 def, 7 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +12 Dex +8 Con dps ---------- Dmg.mod +24% physical Res.pen +15% light Acc +24 (+8 eff.) ----- def ----- Armour +7 Die.at -80.00 life Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +17.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of archery (0 def, 6 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +7 Cun +3 Dex dps ---------- Acc +8 (+3 eff.) Apr +10 ----- def ----- Armour +6 Mind.save +10 (+3 eff.) Max.HP +68.00 Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +14 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves (0 def, 14 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +12 Con ----- def ----- Armour +14 Hardiness +10% Resists +5% physical Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 5% Stone Touch 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Falodehad the Flashvengeance (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +7 Mag +2 Wil +9 Cun +6 Con dps ---------- Melee+ 20 light Dmg.mod +11% light ----- def ----- Armour +3 Fatigue +5% Resists +24% light Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 20% Searing Light 5 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the verdant (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +4 Str +4 Dex +3 Cun ----- def ----- Armour +3 Fatigue +5% Resists +16% blight +15% darkness +12% arcane Affinity +6% nature Phys.save +10 (+5 eff.) Spell.save +15 (+7 eff.) ---------- misc Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +24.0% Atk.spd 83% On Hit: 10% Set Up 5 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
Gloroth the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Res.pen +15% arcane ----- def ----- Defense +1 (+0 eff.) Resists +12% acid Spell.save +9 (+4 eff.) ---------- misc Mana/turn +0.90 Mana/ret +0.90 Max.mana +127.00 Manaflow: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Negrim' (33 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Dmg.mod +17% cold Res.pen +25% physical Apr +10 ----- def ----- Defense +33 (+9 eff.) Resists +25% cold A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.02 to 87.07 lightning damage (58.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
hardened leather cap 'Earykhad' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% light +11% cold Heal.mod +5% Confus- +20% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Breathe water A cap made of leather. |
Wretchwrack the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +3% temporal Phys.save +3 (+1 eff.) Spell.save +9 (+4 eff.) Die.at -20.00 life Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Deepsrot the dwarven-steel helm (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% darkness +12% physical ----- def ----- Armour +4 Defense +20 (+6 eff.) Fatigue +4% Resists +2% physical Max.HP +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zeralin' (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% Resists +16% light +13% darkness Crit.dmg- 15.00% Disease- +20% Stun/Frz- +20% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
4 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. |
4 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. |
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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
5 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. |
108 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +10% ---------- misc Light +7 See.Stealth +6 See.Invis +5 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Serpentraze'1.0 T5 lite [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +15% mind +21% nature Res.pen +25% nature +25% lightning ----- def ----- Resists +6% lightning +5% arcane +20% nature ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
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 (+3 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 (+1 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. |
Deepswrecker the steel torque of gale force [power 165] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +10 Cun +3 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 186 physical damage Puts all charms on 13 cooldown Heal for 42. Torques are made by powerful psionics to store psionic powers. |
evasive dragonbone totem of summon tentacle [power 430] (21 cooldown)2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1057 Base Damage: 477 Armor: 48 All Resist: 26 Puts all charms on 21 cooldown Gain 27% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding 'Phoenixstriker' [power 194] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +15% mind +3% fire ---------- misc See.Invis +6 Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Fatigue - 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 248] (17 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Gain 10% evasion 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 11
20th Voratun 122nd year of Ascendancy at 11:50 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Jaen the Drem Writhing One level 30
14th Wealth 122nd year of Ascendancy at 19:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jaen the Drem Writhing One level 10
20th Voratun 122nd year of Ascendancy at 11:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jaen the Drem Writhing One level 20
21st Profit 122nd year of Ascendancy at 09:03 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jaen the Drem Writhing One level 30
11st Wealth 122nd year of Ascendancy at 18:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Jaen the Drem Writhing One level 28
45th Profit 122nd year of Ascendancy at 17:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jaen the Drem Writhing One level 19
21st Profit 122nd year of Ascendancy at 03:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Jaen the Drem Writhing One level 22
41st Profit 122nd year of Ascendancy at 04:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jaen the Drem Writhing One level 9
18th Voratun 122nd year of Ascendancy at 07:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jaen the Drem Writhing One level 16
29th Voratun 122nd year of Ascendancy at 08:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jaen the Drem Writhing One level 26
44th Profit 122nd year of Ascendancy at 06:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jaen the Drem Writhing One level 20
21st Profit 122nd year of Ascendancy at 13:34 see stats
Log
Jaen casts Tendrils Eruption.
Jaen hits Belulle the corrupted protoplasmic controller for (28 blocked), 0 darkness (0 total damage).
Belulle the corrupted protoplasmic controller is caught by a slimy tendril.
Thorn Grab from Belulle the corrupted protoplasmic controller hits Jaen for 18 nature damage.
The protective shield of Jaen disappears.
Belulle the corrupted protoplasmic controller summons a Ritch Flamespitter!
Belulle the corrupted protoplasmic controller's mind surges with critical power!
Jaen becomes more vulnerable to fire.
War hound hits Jaen for 515 physical damage.
War hound starts to bleed black blood.
Melee retaliation hits War hound for 4 acid, 14 blight (17 total damage).
Black Blood Bleeding from Jaen hits War hound for 50 darkness damage.
Belulle the corrupted protoplasmic controller uses Shield Pummel.
Belulle the corrupted protoplasmic controller performs a melee critical strike against Jaen!
Belulle the corrupted protoplasmic controller hits Jaen for 122 physical, 13 physical, 13 fire, 10 cold (157 total damage).
Melee retaliation hits Belulle the corrupted protoplasmic controller for 4 acid, 13 blight (17 total damage).
Belulle the corrupted protoplasmic controller misses Jaen.
War hound hits Jaen for 256 physical damage.
Melee retaliation hits War hound for 3 acid, 14 blight (17 total damage).
Thorn Grab from Belulle the corrupted protoplasmic controller hits Jaen for 17 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Jaen for 191 fire damage.
Ritch flamespitter killed Jaen!
Jaen the level 30 drem writhing one was burnt to death by a ritch flamespitter on level 1 of The Godfeaster.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Belulle the corrupted protoplasmic controller is free from the tentacle constriction.
Saving game...
Saving done.
































































































































