








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (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.
Items Vault 1.5.0Donators/Buyers bonus! 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.
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.5This 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 Ignore Race/Class Locks 1.1.0Modifies 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.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Glida the sandworm at level 18 on the 61st Dusk 122nd year of Ascendancy at 02:31 0 / 7Killed by Porodatta the sandworm at level 18 on the 61st Dusk 122nd year of Ascendancy at 06:14 Killed by Porodatta the sandworm at level 18 on the 61st Dusk 122nd year of Ascendancy at 06:56 Killed by Bethoyawyn the sandworm at level 18 on the 62nd Dusk 122nd year of Ascendancy at 06:35 Killed by Cascaon at level 19 on the 63rd Dusk 122nd year of Ascendancy at 09:10 Killed by war hound at level 20 on the 64th Dusk 122nd year of Ascendancy at 00:45 Killed by Glunne the dredge at level 21 on the 71st Dusk 122nd year of Ascendancy at 12:22 |
Primary Stats
| Strength | 41 (base 13) |
| Dexterity | 55 (base 50) |
| Constitution | 39 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 51 (base 39) |
Resources
| Life | -1/614 |
| Stamina | 157/246 |
| Healing Factor | 1.7081339712919 |
| Regeneration | 4.6973684210526 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -50% |
| Spell | -30% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 21 |
Offense: Barehand
| Damage | 85 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Physical | +10% |
| Darkness | +17% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11.9 (46.274970622797%) |
| Defense | 47 |
| Ranged Defense | 49 |
| Fatigue | 10.111420612813 |
| Physical Save | 31 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Light | + 15%( 70%) |
| Nature | + 28%( 70%) |
| Blight | + 28%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 13%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Confusion Resistance | 21% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.54 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Striking Stance |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 0% chance to get an automatic counter attack when avoiding a melee attack. (1.0 counters remaining) Counter Attacking |
| beneficial effect | Blocking up to 0 total damage. Blocking |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is wasting away, taking 37.90 temporal damage per turn. Wasting |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (5). Armor Corroded |
| detrimental effect | The target is poisoned, taking 53.80 nature damage per turn. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 AlchemistsUngrol 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 red crystal shard. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | undeterred pair of iron boots of evasion (10 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Silence- +21% Confus- +21% Stun/Frz- +22% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.4 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 30% chance to evade melee and ranged attacks and 20 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. |
| On hands | hardened leather gloves 'Meleran' (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Mag dps ---------- Spell.crit +2% Phys.pwr +14 (+4 eff.) Spell.pwr +2 (+2 eff.) Melee+ 5 darkness Dmg.mod +6% darkness ----- def ----- Armour +2 Resists +7% darkness HP.reg +1.80 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.10 Max.stam +23.00 Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Phasing +10% On Hit: 10% Slumber 3 On Hit: * 10% chance to inflict 15% damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Ivakira (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Crit.mult +15.00% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Heal/summ +10 ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+1 eff.) Resists +22% darkness Rings can have magical properties. |
| On fingers | Bregodor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Wil +3 Cun ----- def ----- Defense +6 (+2 eff.) ---------- misc See.Invis +21 Rings can have magical properties. |
| Around neck | gold amulet 'Mardulach'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +3% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Heal/summ +20 ---------- misc Equi/ret +0.08 Psi/ret +0.20 Masteries +0.24 Technique/Unarmed discipline Amulets can have magical properties. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Salevena (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% fire Phys.save +3 (+2 eff.) Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion (heal 50)0.1 T1 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 174)0.1 T1 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 174 and cleanse 1 wound and 1 poison 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 ability. |
healing infusion of the psychic (heal 73)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 73 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (7 nature damage, 24% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 26 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 7.19 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
wild infusion of the psychic (resist 13%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 24%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
phase door rune (range 5; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 190 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets can have magical properties. |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets can have magical properties. |
mule's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Fatigue -5% ---------- misc Max.enc +21 Disengage: Puts all charms on 10 cooldown Level 2.4 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 128% 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 can have magical properties. |
warrior's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +6 Resists +24% nature Rings can have magical properties. |
dwarven-steel battleaxe of erosion (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 nature +14 temporal Massive two-handed battleaxes. |
steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Ulekhad (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 light Against +14% Undead On Crit.r2 +8 mind On Hit: * 40% chance to cause random gloom While equipped: Stats +5 Wil ----- def ----- Mind.save +20 (+10 eff.) Heal/summ +20 Massive two-handed swords. |
arcing steel greatsword of massacre (36.5-58.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
steel greatsword of erosion (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +10 temporal Massive two-handed swords. |
elm longbow 'Flashbreacher'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Crit.r2 +10 fire On Hit: 10% Arcane Vortex 3 On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +3 Mag dps ---------- Spell.pwr +11 (+8 eff.) Dmg.mod +11% arcane +12% fire ----- def ----- Resists +3% acid Longbows are used to shoot arrows at your foes. |
hateful steel longsword (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, long, and deadly. |
steel mace of the mystic (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.pwr +5 (+5 eff.) Blunt and deadly. |
thought-forged dwarven-steel mace of phasing (29-40.6 power, 11 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +11 Crit +1.5% Atk.spd 100% Phasing +10% Melee+ +9 mind On Hit: * 19% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil Blunt and deadly. |
Xerolerianne (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Phasing +20% While equipped: Stats +4 Str +2 Mag dps ---------- Spell.crit +1% Phys.pwr +4 (+1 eff.) Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire Acc +8 (+3 eff.) ----- def ----- Die.at -40.00 life ---------- misc Mana/turn +0.13 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (17-20.4 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+7 eff.) Dmg.mod +17% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature +6 temporal On Hit.r1 +7 fire One-handed war axes. |
steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Aryrin1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +3 Con +6 Lck dps ---------- Phys.pwr +4 (+1 eff.) Acc +2 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +6 (+3 eff.) Stealth +6 ---------- misc T.Disarm +7 Stam/turn +0.60 Infravis +3 A belt that goes around your waist. |
Woekill the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% temporal Melee Ret 12 temporal ----- def ----- Fatigue -6% Resists +18% darkness ---------- misc Max.enc +39 A belt that goes around your waist. |
Betydhera the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +12% blight +3% temporal Spell.save +6 (+3 eff.) ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellsbane the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Dmg.mod +12% fire Res.pen +15% arcane Melee Ret 20 fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire Spell.save -12 (-10 eff.) ---------- misc Stam/turn +0.40 Mana/turn -0.11 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -2% 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. |
linen cloak 'Elytira' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% acid +10% cold +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rotripper the woollen robe (2 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +2 (+0 eff.) Phys.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Charvault (0 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Apr +6 Melee Ret 4 fire ----- def ----- Armour +1 Resists +5% blight +3% fire Spell.save +10 (+5 eff.) Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +16 fire On Hit.r1 +8 mind +4 fire On Hit: * 12% chance to corrode armour by 30% * Slows global speed by 11% * 20% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Khelorim the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Resists +6% darkness +6% temporal Phys.save +12 (+6 eff.) Confus- +5% Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Porima the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +1 Wil +2 Cun dps ---------- Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +6% nature ---------- misc Infravis +3 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +5 nature On Hit: 10% Poison Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velossra (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Melee Ret 4 arcane ----- def ----- Armour +1 Resists +5% arcane Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Melee+ +5 arcane On Crit.r2 +14 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Prismbore' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +3% light Acc +6 (+2 eff.) Apr +7 Melee Ret 12 light ----- def ----- Armour +2 Resists +9% mind +9% light Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +11 Crit +3.0% Atk.spd 167% On Hit.r1 +8 light On Hit: 15% Perfect Strike 3 On Hit: * 40% chance to cause random gloom Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Blindreaper' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +7 Apr +1 Crit +1.0% Atk.spd 167% On Hit.r1 +12 light On Crit.r2 +4 temporal On Hit: 10% Perfect Control 1 On Hit: * 20% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 15.0 - 21.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Betima (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str +2 Wil +1 Con dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Light +3 Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
Eilinyldama (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +12 (+8 eff.) S.pwr/crit +4 ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) ---------- misc Stam/turn +0.80 A pointy cloth hat, very wizardly... |
Gayalle the Shadewrest (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% darkness Melee Ret 4 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% fire +6% light +12% acid A pointy cloth hat, very wizardly... |
Mardemaldil the Cloudtorrent (0 def, 4 armour)3.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +6% blight +3% darkness +5% nature +24% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Neroda (0 def, 4 armour)3.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Cun +13 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +9 (+5 eff.) ---------- misc Max.psi +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Porigabeth' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +3 Wil +7 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +3% blight +6% light +6% acid Mind.save +6 (+3 eff.) ---------- misc Light +2 A cap made of leather. |
linen wizard hat 'Baraleg' (4 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light Res.pen +5% temporal ----- def ----- Defense +4 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +16% light +6% lightning Mind.save +9 (+5 eff.) Die.at -60.00 life Cut- +10% Knockbk- +5% A pointy cloth hat, very wizardly... |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +11% light +12% darkness A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +15% acid A suit of armour made of mail. |
Blindtaint the rough leather armour (1 def, 9 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire Dmg.mod +27% light Melee Ret 4 mind ----- def ----- Armour +9 Defense +1 (+0 eff.) Fatigue +6% Resists +12% fire +9% mind +14% physical A suit of armour made of leather. |
Lightstriker the cured leather armour (2 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind Melee Ret 16 light ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +19% fire +12% mind +9% light A suit of armour made of leather. |
troll-hide rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
volcanic hardened leather armour of lightning resistance (3 def, 11 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +8% Resists +17% lightning +10% fire +10% physical A suit of armour made of leather. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
flaming iron shield (4 def, 2 armour, 22 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Polarin the quiver of elm arrows (18/20, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Rld cld 3 Ranged+ +12 arcane On Crit.r2 +16 arcane Arrows are used with bows to pierce your foes to death. |
5 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. |
338 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. |
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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Bokaruilin2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +6 (+5 eff.) Res.pen +25% physical ----- def ----- Phys.save +6 (+3 eff.) Max.HP +30.00 HP.reg +0.40 Heal.mod +12% ---------- misc Mana/turn +0.12 Light +2 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
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. |
natural ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
8 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Cascaon the Cornac Brawler level 10
5th Dusk 122nd year of Ascendancy at 02:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cascaon the Cornac Brawler level 10
5th Dusk 122nd year of Ascendancy at 02:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Cascaon the Cornac Brawler level 20
63rd Dusk 122nd year of Ascendancy at 18:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cascaon the Cornac Brawler level 13
26th Dusk 122nd year of Ascendancy at 15:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Cascaon the Cornac Brawler level 15
38th Dusk 122nd year of Ascendancy at 11:41 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Cascaon the Cornac Brawler level 20
64th Dusk 122nd year of Ascendancy at 00:45 see stats
Log
Greater Weapon Focus from Glunne the dredge hits Cascaon for (12 resist armour), 51 physical, (8 resist armour), 0 darkness (51 total damage).
Glunne the dredge hits Cascaon for (12 resist armour), 19 physical, (8 resist armour), 0 darkness, (12 resist armour), 51 physical, (8 resist armour), 0 darkness (70 total damage).
Glunne the dredge is not stunned anymore.
Glunne the dredge is free from the grapple.
Cascaon has released the hold.
Grappling hits Glunne the dredge for 2 physical damage.
Deadly Poison from Glunne the dredge hits Cascaon for (12 resist armour), 34 nature (34 total damage).
Cascaon prepares to block incoming attacks.
Glunne the dredge is fully armored again.
Glunne the dredge casts Speed Sap.
Glunne the dredge's spell attains critical power!
Cascaon is wasting away!
Glunne the dredge speeds up.
Glunne the dredge hits Cascaon for (12 resist armour), 36 temporal (36 total damage).
Cascaon seems more focused.
Wasting from Glunne the dredge hits Cascaon for (12 resist armour), 29 temporal (29 total damage).
Deadly Poison from Glunne the dredge hits Cascaon for (12 resist armour), 34 nature (34 total damage).
Cascaon unleashes a flurry of disrupting kicks.
Glunne the dredge uses Flurry.
Cascaon is recovering from the damage!
Glunne the dredge misses Cascaon.
Cascaon shrugs off the effect 'Armor Corroded'!
Glunne the dredge misses Cascaon.
Glunne the dredge performs a melee critical strike against Cascaon!
Cascaon is crippled.
Cascaon is disarmed!
Glunne the dredge hits Cascaon for (12 resist armour), 63 physical, (12 resist armour), 6 darkness, (12 resist armour), 52 physical, (12 resist armour), 6 darkness, (12 resist armour), 52 physical, (12 resist armour), 6 darkness, (12 resist armour), 59 physical, (12 resist armour), 6 darkness (252 total damage).
Saving game...














































































































