











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Activatable Object Cleanup 1.7.0Prevents and cleans up orphaned "activate-object" talents for objects activatable from inventory that you transmogrified from the transmogrification chest. Encouraged for players who use the Utility Supplies addon. Also available as part of the Bugnibus Bugfix Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. Showing Items Tier in Inventory 1.7.2This 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 No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Water Purification 1.7.0Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(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.) Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 37 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Polylevena the skeleton magus at level 24 on the 31st Voratun 123rd year of Ascendancy at 03:40 2 / 6Killed by Xunn the giant netherworm at level 26 on the 38th Profit 123rd year of Ascendancy at 10:39 Killed by Sleeping Xanuvea at level 30 on the 28th Dearth 123rd year of Ascendancy at 16:02 Killed by Isoth the orc blood mage at level 37 on the 19th Gold 124th year of Ascendancy at 03:48 Killed by Emeleriara the dread at level 37 on the 17th Voratun 124th year of Ascendancy at 12:37 Killed by Dan at level 37 on the 17th Voratun 124th year of Ascendancy at 13:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 8 (base 10) |
| Constitution | 26 (base 18) |
| Magic | 8 (base 10) |
| Willpower | 96 (base 58) |
| Cunning | 51 (base 27) |
Resources
| Life | 1503/1503 |
| Psi | 186/186 |
| Stamina | 453/453 |
| Equilibrium | 0 |
| Healing Factor | 1.1316586254956 |
| Regeneration | 23.522379643932 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | -62.96871079656% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 58.891010379467 |
| See Invisible | 57.891010379467 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 20 |
| Crit Chance | 32% |
| APR | 26 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 40% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Physical | +32% |
| Cold | +20% |
| All | 0% |
| Darkness | +20% |
| Lightning | +34% |
| Mind | +24% |
| Fire | +20% |
| Nature | +102% |
Offense: Damage Penetration
| Acid | +30% |
| Blight | +30% |
| Arcane | +25% |
| Mind | +20% |
| Lightning | +55% |
| Physical | +40% |
| Darkness | +30% |
| Cold | +30% |
| Fire | +30% |
| Nature | +65% |
Defense: Base
| Armour (hardiness) | 56.08934837382 (81.151787968034%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 35 |
| Physical Save | 49 |
| Spell Save | 46 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 38%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 23%( 70%) |
| Lightning | + 41%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
| Disarm Resistance | 20% |
| Poison Resistance | 12% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -751 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 751 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. | failed |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Dan. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost defiler from death by ghoul. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 246. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Poliba the Forestspire1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +9% nature Ignore resists +25% lightning, +20% nature When Hit 6 cold On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +10 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats Cun +6, Wil +8 offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.6 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats Wil +8 offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | gold ring 'Emynor'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Str +3 offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Damage +9% mind, +12% physical Ignore resists +10% physical defense ------ Defense +10 (+5 eff.) Life Regen +4.00 Stun Resist +33% other ------- Max stamina +30.00 Rings make your fingers look great! |
| On fingers | steel ring 'Galepiercer'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats Cun +4, Wil +5 offense ------ Mindpower +5 (+1 eff.) Damage +14% lightning defense ------ Resistance +22% lightning +3% temporal, +3% light +6% blight, +5% nature Life Regen +2.00 Poison Resist +12% Disease Resist +12% Stun Resist +20% Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Cun +7, Wil +8 offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid, +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats Str +6, Wil +6 offense ------ Damage +15% nature other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | heroic voratun gauntlets (0 def, 6 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +5% Mind save +6 (+2 eff.) Life +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Drondil (18 def, 27 armour)17.0 Encumbrance T4 massive armor [Random Unique] Master/Psionic While equipped: Stats Cun +7 defense ------ Armor +27 Defense +18 (+9 eff.) Fatigue +22% Resistance +7% physical, +6% light +6% darkness Physical save +17 (+6 eff.) Mind save +32 (+8 eff.) Life +20.00 Life Regen +2.00 Disarm Resist +20% A suit of armour made of metal plates. |
| Cloak | Loamfoe the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +18% nature Ignore resists +25% arcane When Hit 4 light, 6 arcane, 4 nature defense ------ Defense +2 (+1 eff.) Resistance +3% light Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Emelidamima'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats Str +6, Con +5 offense ------ Damage +3% mind Ignore resists +20% mind On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +23% cold, +5% arcane +3% temporal other ------- Breathe water Amulets make your neck look great! |
Inventory
shielding rune (absorb 272; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
cleansing steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +13% nature, +13% blight Blind Resist +14% Poison Resist +24% Disease Resist +20% other ------- Infravision +4 Sight +2 See Invisibility +5 Amulets make your neck look great! |
gold amulet 'Galudravon'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats Cun +5, Dex +2 offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% lightning, +9% acid +6% blight Blind Resist +16% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
insulating gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +18% fire, +14% cold Blind Resist +19% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
restful stralite amulet of perfection (0.26 Wild-gift / Sand drake aspect,0.26 Demented / Scourge drake)0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Fatigue -7% Life Regen +3.00 other ------- Masteries +0.26 Wild-gift/Sand drake aspect +0.26 Demented/Scourge drake Amulets make your neck look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
warrior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Life +22.00 Disarm Resist +25% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
gladiator's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +6, Con +6 offense ------ Physical Power +8 (+2 eff.) defense ------ Life +64.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
gold ring 'Phlegmresolve'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Str +5 offense ------ Ignore resists +10% nature, +5% acid When Hit 6 acid On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +10 Resistance +6% darkness, +15% temporal Rings make your fingers look great! |
painweaver's gold ring of fire (+26%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +9 (+2 eff.) Damage +13% fire, +6% all defense ------ Resistance +26% fire Rings make your fingers look great! |
solipsist's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats Cun +5, Wil +6 offense ------ Mindpower +8 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +25% Rings make your fingers look great! |
painweaver's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +9 (+3 eff.) Mindpower +8 (+2 eff.) Damage +4% all Rings make your fingers look great! |
potent elven-wood vilestaff of wizardry (31-37 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +4% Spellpower +23 (+6 eff.) Damage +31% blight other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
inquisitor's stralite greatsword of erosion (47-75 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature/Disrupt Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +13 nature On Critical: * Deals 102 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed swords. |
enhanced voratun greatsword (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +5, Dex +10, Mag +9 Wil +13, Cun +10, Con +10 Massive two-handed swords. This item has been sent to the Item's Vault. |
thought-forged stralite longsword of shearing (32-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +6 mind, +14 item expose On Hit: * 14% chance to reduce all saves and defense by 35 While equipped: Stats Cun +3, Wil +2 offense ------ Ignore resists +8% all Accuracy +17 (+9 eff.) Ignore Armor +8 Sharp, long, and deadly. |
Poltergeist's Nature's Vengeance (40-56 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Unique] Nature/Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence, +18 nature While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 offense ------ Accuracy +6 (+3 eff.) defense ------ Resistance +0% all Rush: Effective talent level: 3.9 Power cost 15 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Isyrivea the Glitterwolf (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 light While equipped: Stats Str +9, Dex +15, Mag +9 Wil +8, Cun +7, Con +6 offense ------ Ignore Armor +5 When Hit 6 light, 4 fire defense ------ Armor +4 other ------- Light +2 One-handed war axes. |
blazebringer's stralite waraxe (31-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +5 fire While equipped: offense ------ Global Speed +5% Ignore resists +6% fire One-handed war axes. |
truestriking stralite waraxe of rage (32-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats Str +5 offense ------ Damage +7% physical Ignore resists +9% physical Accuracy +21 (+11 eff.) Ignore Armor +8 One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 10 [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
slime-covered stralite dagger of disruption (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +16 item nature slow Damage Against +13% Unnatural On Hit: * 16% chance to slow global speed by 63% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +8% fire, +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
mitotic pulsing mindstar of gales (13-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +11.5% Attack Speed 100% On-hit +11 item nature slow +8 item acid corrode On Hit: * 11% chance to slow global speed by 63% * 8% chance to reduce armor by 7% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +8% lightning, +8% cold +10% physical defense ------ Defense +16 (+8 eff.) Pinning Resist +15% other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. |
projecting pulsing mindstar of gales (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +18% lightning, +11% cold +9% fire, +4% physical defense ------ Defense +12 (+6 eff.) Pinning Resist +20% other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
protector's pulsing mindstar (12-13 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Resistance +3% all other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +2, Dex +5, Mag +3 Wil +3, Cun +4, Con +4 offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 9 lightning Damage +6% lightning Ignore resists +7% lightning defense ------ Resistance +10% lightning other ------- 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. |
pouch of stralite shots 'Flameswift' (21/48, 61-73 power, 11 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Random Unique] Arcane/Master Weapon Damage 61.0 - 73.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +14.5% Capacity 48 On-ranged-hit +12 blight, +20 fire On-crit, radius 2 +20 fire On Critical: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Beleriatha the Deepsbloom (18/18, 54-64 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Rare] Master Weapon Damage 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +25 Ignore Armor +6 Critical Rate +7.0% Capacity 18 On-ranged-hit +20 mind, +12 darkness +20 item darkness numbing On-Hit, radius 1 +20 lightning, +20 mind +16 darkness On Hit: * 20% chance to reduce damage dealt by 29% Shots are used with slings to pummel your foes to death. |
reinforced stralite shield of crushing (0 def, 10 armour, 56-68 power, 170 block)7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 56.5 - 67.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +170 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +3.0% Physical Power +7 (+2 eff.) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
voratun shield 'Daimastir' (0 def, 10 armour, 62-74 power, 210 block)7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 62.0 - 74.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +210 While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +10 Fatigue +8% Resistance +30% lightning, +15% fire +18% acid Crit Resistance 15.00% Life +140.00 Pinning Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
spellwoven silk robe of blight (+18%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +18% blight defense ------ Resistance +18% blight, +13% all Spell save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balasanik1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Wil +4 offense ------ Spell Crit +5% defense ------ Resistance +8% fire, +9% cold Spell save +18 (+6 eff.) other ------- Psi when Hit +0.12 A belt that goes around your waist. |
Ivyma the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Damage +3% mind When Hit 8 mind On-Hit (Melee): * 20% chance to reduce armor by 7% * 10% chance to reduce all saves and defense by 35 defense ------ Resistance +9% blight Spell save +8 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats Str +4, Dex +5, Cun +5 Con +4, Lck +7 offense ------ Physical Power +7 (+2 eff.) defense ------ Physical save +7 (+2 eff.) Stealth +8 other ------- Disarm Traps +10 Infravision +4 Size +1 A belt that goes around your waist. |
noble's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats Cun +5, Wil +8 offense ------ Against +19% Summoned defense ------ Resist Against +19% Summoned Mind save +8 (+2 eff.) Life +64.00 A belt that goes around your waist. |
Isolrawen the cashmere cloak (29 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Dex +4 offense ------ Accuracy +10 (+5 eff.) Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 defense ------ Defense +29 (+13 eff.) Physical save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Plaguestalker the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Cun +3, Dex +3 offense ------ Damage +12% fire Ignore resists +5% nature, +15% mind When Hit 10 nature On-Hit (Melee): * 20% chance to slow global speed by 63% * 20% chance to reduce all saves and defense by 35 defense ------ Defense +2 (+1 eff.) Resistance +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +19 (+10 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Life +51.00 other ------- Max stamina +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master/Psionic While equipped: Stats Dex +3, Wil +3, Cun +6 offense ------ Mind Crit +4% Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Physical save +8 (+3 eff.) Mind save +8 (+2 eff.) Unlife -50.00 life Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +13% nature, +12% blight Physical save +8 (+3 eff.) Mind save +11 (+3 eff.) Unlife -50.00 life Life Regen +6.00 Healmod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats Mag +8, Wil +8 offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +5 offense ------ Spellpower +12 (+4 eff.) On-Hit 10 arcane Damage +5% arcane defense ------ Armor +3 Resistance +5% arcane 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. |
scouring voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Disrupt/Master While equipped: Stats Con +4 offense ------ When Hit: * 25 arcane resource burn defense ------ Armor +3 Fatigue +5% Physical save +13 (+4 eff.) Spell save +15 (+5 eff.) Mind save +4 (+1 eff.) Disarm Resist +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
thaloren hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats Wil +4 defense ------ Armor +3 Fatigue +3% Resistance +6% blight, +11% cold Mind save +8 (+2 eff.) other ------- Breathe water A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats Cun +4, Wil +4 offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 153.61 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Str +10, Con +10 offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light, +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(147 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Mireobeisance'1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats Wil +5 offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +7 (+2 eff.) Damage +3% nature, +3% mind On-Hit (Melee): * 20% chance to slow global speed by 63% * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +3% nature Physical save +9 (+3 eff.) Healmod +16% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +8 (+2 eff.) defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: defense ------ Life +59.00 Blind Resist +38% Confus Resist +15% other ------- Light +9 See Stealth +17 See Invisibility +10 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of clarity1.0 Encumbrance T5 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +9 (+3 eff.) Blind Resist +23% Confus Resist +10% other ------- Light +8 See Stealth +23 See Invisibility +39 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Zubyriassra' (dig speed 19 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats Str +2, Cun +6, Con +3 offense ------ Damage +6% nature Accuracy +4 (+2 eff.) defense ------ Resistance +10% nature other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Cun +4 offense ------ Damage +10% mind, +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
soothing steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance 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 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Tulyldir' [power 230] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Physical Power +5 (+1 eff.) Ignore resists +10% physical Ignore Armor +4 other ------- Max stamina +30.00 See Invisibility +9 Blast the opponent's mind dealing 285 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive yew totem of healing [power 248] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dan the Dwarf Wyrmic level 35
26th Loss 123rd year of Ascendancy at 20:54 see stats
Against all odds
Killed Ukruk in the ambush.By Dan the Dwarf Wyrmic level 34
7th Loss 123rd year of Ascendancy at 05:51 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Dan the Dwarf Wyrmic level 21
37th Steel 123rd year of Ascendancy at 23:57 see stats
Brave new world
Went to the Far East and took part in the war.By Dan the Dwarf Wyrmic level 37
2nd Steel 124th year of Ascendancy at 14:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dan the Dwarf Wyrmic level 13
35th Profit 122nd year of Ascendancy at 04:52 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dan the Dwarf Wyrmic level 35
4th Shortage 123rd year of Ascendancy at 22:33 see stats
Exterminator
Killed 1000 creatures.By Dan the Dwarf Wyrmic level 18
26th Iron 123rd year of Ascendancy at 09:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dan the Dwarf Wyrmic level 24
32nd Profit 123rd year of Ascendancy at 19:11 see stats
Fear me not!
Survived the Fearscape!By Dan the Dwarf Wyrmic level 37
17th Voratun 124th year of Ascendancy at 04:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dan the Dwarf Wyrmic level 22
5th Voratun 123rd year of Ascendancy at 02:10 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Dan the Dwarf Wyrmic level 36
12nd Shortage 123rd year of Ascendancy at 23:34 see stats
Level 10
Got a character to level 10.By Dan the Dwarf Wyrmic level 10
5th Profit 122nd year of Ascendancy at 01:30 see stats
Level 20
Got a character to level 20.By Dan the Dwarf Wyrmic level 20
16th Steel 123rd year of Ascendancy at 06:52 see stats
Level 30
Got a character to level 30.By Dan the Dwarf Wyrmic level 30
23rd Wealth 123rd year of Ascendancy at 17:44 see stats
Poisonous
Sided with the assassin lord.By Dan the Dwarf Wyrmic level 18
28th Shortage 122nd year of Ascendancy at 13:53 see stats
Size matters
Did over 600 damage in one attack.By Dan the Dwarf Wyrmic level 11
19th Profit 122nd year of Ascendancy at 08:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dan the Dwarf Wyrmic level 36
18th Iron 124th year of Ascendancy at 21:42 see stats
The Arena
Unlocked Arena mode.By Dan the Dwarf Wyrmic level 10
6th Profit 122nd year of Ascendancy at 04:03 see stats
The secret city
Discovered the truth about mages.By Dan the Dwarf Wyrmic level 8
2nd Acquisition 122nd year of Ascendancy at 10:03 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dan the Dwarf Wyrmic level 19
16th Steel 123rd year of Ascendancy at 04:36 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dan the Dwarf Wyrmic level 34
7th Loss 123rd year of Ascendancy at 01:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dan the Dwarf Wyrmic level 20
18th Steel 123rd year of Ascendancy at 03:33 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Dan the Dwarf Wyrmic level 37
17th Voratun 124th year of Ascendancy at 13:42 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dan the Dwarf Wyrmic level 33
5th Loss 123rd year of Ascendancy at 16:06 see stats
Log
Dan gains 1% of a turn from Ancestral Life.
Eternal bone giant speeds up.
Dan instinctively hardens his skin and ignores the attack!
Dan repels an attack from Eternal bone giant.
Banshee misses Dan.
Emeleriara the dread performs a melee critical strike against Dan!
Dan HEALS from physical damage!
Emeleriara the dread hits Dan for 63 physical, 10 healing, 96 physical (159 total damage) [10 healing].
Melee retaliation hits Emeleriara the dread for 3 light, 6 nature, 5 arcane, 28 cold, 3 light, 6 nature, 5 arcane, 28 cold (85 total damage).
Dan the level 37 dwarf wyrmic was splattered to death by Emeleriara the dread on level 1 of Rak'shor Pride.
Dan gains 0% of a turn from Ancestral Life.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emeleriara the dread killed Dan!
Saving game...
Resting starts...
Talent Dissolve is ready to use.
Talent Antimagic Shield is ready to use.
Talent Icy Skin is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Primal is ready to use.
Talent Elemental Harmony is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed!



































































































































