










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 23 / 39% |
| Size | big |
| Lifes / Deaths | Killed by Belaribeth the wolf at level 16 on the 17th Dusk 122nd year of Ascendancy at 04:28 0 / 6Killed by Xerenne the Guard at level 17 on the 17th Dusk 122nd year of Ascendancy at 21:56 Killed by gigantic sandworm tunneler at level 21 on the 44th Dusk 122nd year of Ascendancy at 01:02 Killed by giant spider at level 21 on the 45th Dusk 122nd year of Ascendancy at 00:05 Killed by Poltergeist Crooked Club at level 23 on the 72nd Dusk 122nd year of Ascendancy at 18:41 Killed by Poltergeist Crooked Club at level 23 on the 72nd Dusk 122nd year of Ascendancy at 20:10 |
Primary Stats
| Strength | 60 (base 53) |
| Dexterity | 14 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 55 (base 48) |
| Willpower | 17 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -135/897 |
| Positive | 56/116 |
| Stamina | 175/184 |
| Healing Factor | 1.3783363011315 |
| Regeneration | 22.397964893387 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 48 |
| Crit Chance | 24% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +5% |
| Physical | +8% |
| Cold | +10% |
| All | 0% |
| Lightning | +10% |
| Light | 0% |
| Temporal | +3% |
| Fire | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Mind | +24% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 13 |
| Physical Save | 34 |
| Spell Save | 32 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 19%( 73%) |
| Blight | + 28%( 73%) |
| Arcane | + 10%( 73%) |
| Cold | + 40%( 73%) |
| All | 0%( 73%) |
| Lightning | + 25%( 73%) |
| Light | + 9%( 73%) |
| Physical | + 2%( 73%) |
| Mind | + 3%( 73%) |
| Darkness | + 3%( 73%) |
| Fire | + 33%( 73%) |
| Nature | + 40%( 73%) |
Defense: Immunities
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 64% |
| Poison Resistance | 50% |
| Knockback Resistance | 49% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 3 turns. 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 108 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 691% 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. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 bear paw. * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Equipment
| On feet | Giriaba the Bloomwedge (9 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +3% Resists +6% nature +5% arcane Max.HP +100.00 Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Khelotoyon'1.0 T3 lite [Random Unique] Nature While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +8% blight +9% acid Max.HP +103.00 HP.reg +9.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.34 to 70.03 lightning damage (46.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Brightbender the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +5% Crit.mult +7.00% Melee+ 7 acid Dmg.mod +3% acid Acc +13 (+4 eff.) Melee Ret 4 light ----- def ----- Armour +2 Resists +10% acid +3% nature ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Aerudig0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% temporal Res.pen +10% mind ----- def ----- Max.HP +32.00 Disarm- +29% Pinning- +25% Knockbk- +29% ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Rings make your fingers look great! |
| Around neck | Grinamahell0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +9% light Res.Cap +3% all Phys.save +15 (+7 eff.) Mind.save +12 (+6 eff.) Die.at -40.00 life HP.reg +4.00 Heal.mod +5% ---------- misc Mana/turn +0.12 Amulets make your neck look great! |
| In main hand | dwarven-steel greatsword 'Duathelswift' (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight +16 darkness On Crit.r2 +8 arcane On Hit: 20% Epidemic 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Res.pen +14% all Acc +26 (+9 eff.) Apr +12 ----- def ----- Defense +10 (+5 eff.) Resists +3% darkness +5% arcane Disease- +14% Disarm- +35% Massive two-handed swords. |
| Around waist | Zydin1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +7% fire +9% nature +8% cold Mind.save +6 (+3 eff.) Die.at -80.00 life Knockbk- +20% A belt that goes around your waist. |
| In off hand | stralite shield 'Bethyrasena' (0 def, 8 armour, 51-61 power, 135.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 51.0 - 61.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +13 nature +4 mind On Hit.r1 +12 mind While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +8 Fatigue +8% Resists +20% blight +26% fire +12% nature +22% cold Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Islusema (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +2% physical Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.43 to 94.30 lightning damage (62.87 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion (heal 67; cd 14)0.1 infusion scroll [Normal] 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 instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. 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 96; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 96 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. |
healing infusion of the wizard (heal 184; cd 13)0.1 infusion scroll [Ego] 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 instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the titan (speed 501%; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 501% 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 wizard (speed 750%; 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 750% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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 219; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 219 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 360; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 360 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. |
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 of the duelist (damage 90; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 14%; move 37%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 37% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 63; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 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. 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 warrior (absorb 284; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 5 turns. 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. |
Shimmerkin0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Con +1 Mag dps ---------- Crit.mult +10.00% Dmg.mod +6% lightning +9% mind Res.pen +15% lightning Acc +7 (+2 eff.) Apr +13 ----- def ----- Resists +12% mind Amulets make your neck look great! |
Spidersage the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +6 Resists +6% acid +6% nature +3% darkness Amulets make your neck look great! |
Zanigas the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +7 Wil +5 Con ----- def ----- Resists +16% fire +9% nature +16% cold Phys.save +6 (+3 eff.) Max.HP +44.00 HP.reg +3.00 ---------- misc Infravis +2 Amulets make your neck look great! |
copper amulet 'Isenor'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +5 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +30 (+12 eff.) Resists +11% mind Confus- +23% Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +24% Amulets make your neck look great! |
Blackpassion0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% temporal +6% fire +6% darkness +3% light Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
Emelumikira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +5% arcane +20% cold Mind.save +12 (+6 eff.) HP.reg +4.00 Heal.mod +20% Rings make your fingers look great! |
copper ring 'Layelaith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +3% Res.pen +20% mind Acc +6 (+2 eff.) ----- def ----- Resists +9% acid Spell.save +6 (+3 eff.) HP.reg +4.00 Pinning- +10% Rings make your fingers look great! |
mule's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Fatigue -5% ---------- misc Max.enc +23 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 114% 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! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Beliyalaith'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +3% physical Acc +20 (+7 eff.) ----- def ----- Armour +8 Resists +5% arcane Phys.save +12 (+6 eff.) Rings make your fingers look great! |
Malomnir the Sunquell (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Res.pen +10% fire Melee Ret 6 mind 8 fire ----- def ----- Resists +15% mind Massive two-handed battleaxes. |
chilling steel battleaxe of enduring (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Nature Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 cold While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +14.00 Massive two-handed battleaxes. |
steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
elemental dwarven-steel greatmaul of shearing (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 64 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +12% all +14% cold Acc +9 (+3 eff.) Apr +12 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Zubayawe the steel greatsword (32-51 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 32.0 - 51.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +6% temporal ----- def ----- Resists +9% blight Mind.save +15 (+8 eff.) Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
quick dwarven-steel mace of persecution (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Disrupt/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Dex +3 Wil dps ---------- Phys.spd +10% Acc +5 (+2 eff.) Blunt and deadly. |
honing thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+4 eff.) Dmg.mod +3% physical Res.pen +7% physical ----- def ----- Resists +2% physical ---------- 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. |
horrifying vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [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 (+3 eff.) Melee+ 4 mind 5 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.20 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. |
Camulen the Shiverwake (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +3% blight +6% cold +15% darkness Res.pen +10% lightning Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of might (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/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 +16% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of greater warding (20-24 power, 4 apr, cold 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: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ----- def ----- Armour +12 Hardiness +4% Defense +7 (+3 eff.) Phys.save +2 (+1 eff.) ---------- misc Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (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: dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Melee+ 20 fire Dmg.mod +20% physical ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Nature 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 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+6 eff.) Dmg.mod +20% darkness ----- def ----- Defense +8 (+4 eff.) HP.reg +0.80 Heal.mod +13% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 62.88 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of warding (20-24 power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego+] 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 ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +15 (+6 eff.) Dmg.mod +20% arcane Acc +7 (+2 eff.) ----- def ----- Armour +5 Defense +6 (+3 eff.) ---------- misc Wards +2 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of fate (20-24 power, 4 apr, acid 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: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +20% acid ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 cold One-handed war axes. |
steel waraxe 'Chillvagrant' (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +5 Dex +1 Con dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold ---------- misc Light +2 One-handed war axes. |
rough leather belt 'Rimehack'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +3% light +9% mind ----- def ----- Resists +3% cold HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
linen cloak 'Radianceknave' (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% physical Res.pen +15% physical ----- def ----- Armour +6 Defense +11 (+5 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +11% all Max.HP +54.00 HP.reg +2.40 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego+] Arcane/Master While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +11% light +10% darkness ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% all Phys.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Loamresolve' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +25% lightning +3% nature Res.pen +5% nature Melee Ret 2 blight On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +8% blight +37% lightning +9% all Max.HP +40.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenodogas the pair of rough leather boots (15 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +15 (+7 eff.) Resists +5% lightning +6% temporal HP.reg +2.00 Disarm- +10% A pair of boots made of leather. |
pair of rough leather boots 'Eilinimina' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Armour +1 Fatigue -5% Resists +6% cold +6% darkness +5% arcane Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Armyharamnir (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Resists +3% acid ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betobeth the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +20% physical Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +14 (+6 eff.) Mind.save +7 (+4 eff.) Disarm- +23% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
cinder hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Galegrit' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 darkness 8 light Dmg.mod +3% lightning +5% darkness +4% light Res.pen +5% arcane Acc +16 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning +7% darkness +7% light +5% arcane 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. |
dwarven-steel gauntlets 'Squalorpiercer' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% nature +15% fire Phys.save +9 (+4 eff.) Spell.save +6 (+3 eff.) Die.at -80.00 life Disease- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +6% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature 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 hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +7 (+2 eff.) Apr +8 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +9% blight Spell.save +20 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- 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. |
rough leather cap 'Xerema' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Teleport- +20% ---------- misc Max.stam +10.00 A cap made of leather. |
Cyrathra the Jetvalor (0 def, 6 armour, 28-34 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +12 darkness While equipped: dps ---------- Melee+ 14 lightning Dmg.mod +6% darkness +3% mind Melee Ret 10 lightning ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +26% fire +5% cold +6% mind +5% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Abysswake' (0 def, 4 armour, 14-17 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +11 light +11 darkness On Hit.r1 +12 fire While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +11% light +12% darkness On Hit (Melee): * 6% chance to reduce all saves and defense by 12 On Melee Ret: * 11% chance to reduce all saves and defense by 12 ----- def ----- Armour +4 Fatigue +8% Resists +16% fire +11% light +11% darkness ---------- misc Psi/ret +0.08 Max.psi +20.00 Talents +1 Block Handheld deflection devices. |
8 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. |
64 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
4 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. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Betita the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% mind Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Light +7 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 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 86.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 86.83 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. |
Porugalle the Infernonight2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire +6% temporal Res.pen +10% fire Melee Ret 13 fire 2 temporal ----- def ----- Resists +6% temporal +18% fire ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Searhash the pouch of steel shots (17/17, 20-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Psionic Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +20 acid +20 fire +12 physical On Hit: * 20% chance to reduce armor by 30% * 20% chance to knock the target back 3 spaces and deal 50 physical damage Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of mindblast [power 120] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
7 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 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By George the Ogre Sun Paladin level 22
65th Dusk 122nd year of Ascendancy at 16:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By George the Ogre Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 15:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By George the Ogre Sun Paladin level 20
23rd Dusk 122nd year of Ascendancy at 10:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By George the Ogre Sun Paladin level 22
45th Dusk 122nd year of Ascendancy at 10:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By George the Ogre Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 05:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By George the Ogre Sun Paladin level 12
5th Flare 122nd year of Ascendancy at 23:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By George the Ogre Sun Paladin level 22
45th Dusk 122nd year of Ascendancy at 19:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By George the Ogre Sun Paladin level 16
16th Dusk 122nd year of Ascendancy at 20:14 see stats
Log
George receives 18 healing from George's healing light area effect.
Your shield crumbles under the damage!
The shield around George crumbles.
Deep Wound from Poltergeist Crooked Club hits George for (18 absorbed), 54 physical (54 total damage).
George uses Shield Pummel.
George misses Poltergeist Crooked Club.
The shield around Poltergeist Crooked Club crumbles.
Poltergeist Crooked Club is a martyr.
Poltergeist Crooked Club resists the shield bash!
George hits Poltergeist Crooked Club for (29 absorbed), 25 physical, 5 nature, 1 mind, 4 light, 2 acid, 2 mind (39 total damage).
Weapon of Wrath hits Poltergeist Crooked Club for 32 fire damage.
Melee retaliation hits George for 4 lightning damage.
George hits Poltergeist Crooked Club for 10 lightning damage.
Poltergeist Crooked Club damages himself through Martyrdom!
Poltergeist Crooked Club hits George for 134 physical, 31 physical, 3 healing (165 total damage) [3 healing].
Greater Weapon Focus from Poltergeist Crooked Club hits George for 171 physical, 31 physical, 3 healing (202 total damage) [3 healing].
George hits Poltergeist Crooked Club for 10 physical, 2 physical, 12 physical, 2 physical (26 total damage).
Melee retaliation hits Poltergeist Crooked Club for 7 blight, 10 light, 1 mind, 7 blight, 10 light, 1 mind (34 total damage).
A shield forms around Poltergeist Crooked Club.
A shield forms around George.
Poltergeist Crooked Club receives 29 healing from George's healing light area effect.
George receives 18 healing from George's healing light area effect.
Your shield crumbles under the damage!
The shield around George crumbles.
Poltergeist Crooked Club damages himself through Martyrdom!
Deep Wound from Poltergeist Crooked Club hits George for (18 absorbed), 54 physical (54 total damage).
George hits Poltergeist Crooked Club for (4 absorbed), 0 physical (0 total damage).
George the level 23 ogre sun paladin was eviscerated to death by a Poltergeist Crooked Club on level 2 of Ruined halfling complex.
Poltergeist Crooked Club prepares for the next kill!
















































































































