











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (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.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Archer |
| Level / Exp | 39 / 24% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Emiraritha the storm drake hatchling at level 18 on the 15th Haze 122nd year of Ascendancy at 18:39 4 / 3Killed by Zubidheldavena the orc master wyrmic at level 22 on the 21st Haze 122nd year of Ascendancy at 01:44 Killed by Xeremina the abyssal horror at level 24 on the 34th Haze 122nd year of Ascendancy at 16:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 107 (base 60) |
| Dexterity | 80 (base 60) |
| Constitution | 56 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 61 (base 36) |
Resources
| Life | 1333/1333 |
| Steam | 100/100 |
| Stamina | 149/149 |
| Psi | 110/110 |
| Healing Factor | 1.4053097345133 |
| Regeneration | 8.7831858407081 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 48.490609053073 |
| See Invisible | 48.490609053073 |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 62 |
| Crit Chance | 38% |
| APR | 26 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +28% |
| Acid | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| Physical | +18% |
Defense: Base
| Armour (hardiness) | 48 (77.811550151976%) |
| Defense | 50 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 30 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 63%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 55%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 55% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 912% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 396 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%. Concealment |
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 and saved all of the Krogs, well done Ziguranth! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: weary adventurer (level 3 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 657. | 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. | done |
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 within2 lumberjacks have died. | done |
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 | Urabar the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +10 Wil +1 Cun +13 Con dps ---------- Phys.crit +6.0% Mind.crit +3% Crit.mult +5.00% Phys.pwr +4 (+0 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +10% physical Res.pen +8% physical Apr +8 ----- def ----- Armour +5 Fatigue +4% ---------- misc Size +1 Heave: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Galemaster the quiver of dragonbone arrows (21/21, 187% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 188% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +8 lightning +45 darkness +30 gravity +30 bleed Against +29% Living On Crit.r2 +12 acid On Hit: * 20 arcane resource burn * Slows global speed by 40% * 40% chance to daze at end of turn * 10% chance to crush the target On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
| On head | hardened leather cap 'Layotha' (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +12 Dex +5 Wil +10 Cun dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +6% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +6% fire +3% temporal +10% physical Phys.save +7 (+1 eff.) Spell.save +9 (+5 eff.) Mind.save +15 (+5 eff.) A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+2 eff.) Max.HP +60.00 Disarm- +100% Knockbk- +50% ---------- misc Talents +5 Iron Grip Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 224.71 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Tempestjustice0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +9 Cun +15 Con dps ---------- Phys.pwr +9 (+1 eff.) Melee+ 21 bleed Ranged+ 15 bleed On Hit (Melee): * 30% chance to daze at end of turn * 16% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Crit.dmg- 10.00% Phys.save +14 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Light +3 Infravis +1 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Alurek0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Dmg.mod +18% physical Res.pen +10% physical ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | ranger's yew longbow of true flight 4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * injects a simple virus dealing 70 blight damage on hit and lowering the victims highest stat While equipped: Stats +3 Dex dps ---------- Phys.crit +14.0% Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Olygohor (12 def, 3 armour, 100% power, 202 block)7.0 T5 shield armor [Random Unique] Nature/Disrupt/Master When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +202 On Hit.r1 +8 mind While equipped: Stats +6 Con dps ---------- On Melee Ret: * 35% chance to reduce effective powers by 20% * 29 arcane resource burn ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +33% acid +3% darkness +11% lightning +13% fire +15% nature +50% cold Phys.save +32 (+8 eff.) Disease- +5% Confus- +15% ---------- misc Talents +5 Block Handheld deflection devices. |
| Cloak | linen cloak 'Cuthotogar' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +30% lightning +3% physical Crit.dmg- 15.00% Mind.save +26 (+8 eff.) Disarm- +10% Confus- +30% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Squalorwaker (13 def, 21 armour) 9.0 T3 light armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 fire Ranged+ 7 fire Res.pen +20% nature ----- def ----- Armour +21 Hardiness +20% Defense +13 (+5 eff.) Fatigue +9% Resists +13% fire +11% physical Crit.dmg- 5.00% Mind.save +13 (+4 eff.) Max.HP +41.00 HP.reg +6.00 Heal.mod +10% ---------- misc Light +3 A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 215% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 194% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 220% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 244% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 243% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 287)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 287 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. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 299)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 299 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 394)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 394 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 690 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 690 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 848 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 848 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 874 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 874 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 24%; cure mental, magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 13%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical 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 Magic 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 |
movement infusion of the duelist (925% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 925% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the duelist (674% speed; 4 turns)0.1 T2 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 increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the psychic (451% speed; 6 turns)0.1 T2 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 increase movement speed by 451% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 |
movement infusion of the warrior (1007% speed; 6 turns)0.1 T2 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 increase movement speed by 1007% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the duelist (+22 for 10 turns, die at -834)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -834 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+18 for 9 turns, die at -671)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -671 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (+16 for 7 turns, die at -493)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -493 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (+15 for 9 turns, die at -623)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -623 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
biting gale rune (25 cold damage; freeze 3 turns with power 15)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of mastery (0.12 Technique / Marksmanship)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Technique/Marksmanship Amulets can have magical properties. |
copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets can have magical properties. |
warrior's copper amulet of mastery (0.10 Technique / Marksmanship)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.10 Technique/Marksmanship Amulets can have magical properties. |
Brodureblek the Bloomwend0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Cun +5 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +6% darkness +3% temporal Unseen.red 12% Amulets can have magical properties. |
Torchblack0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Armour +6 Resists +9% light Heal.mod +15% Blind- +15% Cut- +60% Stun/Frz- +15% Knockbk- +25% Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Glyvea'0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +19% temporal Phys.save +30 (+7 eff.) Die.at -60.00 life Poison- +15% Confus- +15% Pinning- +28% Knockbk- +29% Teleport- +45% Amulets can have magical properties. |
gold amulet 'Turolentir'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Dex +4 Cun +7 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +9% temporal Res.pen +5% physical Melee Ret 4 temporal ----- def ----- Fatigue -5% Resists +13% temporal Phys.save +5 (+1 eff.) Max.HP +39.00 HP.reg +2.00 Pinning- +22% Knockbk- +28% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Toriromakhad the Dawnwend0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Mind.crit +2% Crit.mult +24.00% Acc +9 (+2 eff.) Apr +16 Melee Ret 8 light ----- def ----- Resists +18% blight +26% temporal +19% nature Poison- +41% Disease- +44% Pinning- +40% Knockbk- +38% ---------- misc Max.psi +10.00 Light +2 Amulets can have magical properties. |
Smearravager0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +9% nature Res.pen +20% nature Apr +2 ----- def ----- Armour +8 Heal.mod +20% Rings can have magical properties. |
marksman's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +22% Pinning- +22% Knockbk- +20% ---------- misc Max.enc +21 Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
Lorahir the Murkblood0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +16% Dmg.mod +9% darkness +12% arcane Res.pen +25% darkness Acc +7 (+2 eff.) Melee Ret 12 arcane 20 darkness ----- def ----- Defense +8 (+3 eff.) Resists +6% darkness Blinding Speed: Puts all charms on 36 cooldown Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Noonpanic0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% light +21% mind ----- def ----- Mind.save +15 (+5 eff.) Blind- +28% ---------- misc Max.psi +20.00 Infravis +4 See.Stealth +11 See.Invis +9 Rings can have magical properties. |
marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +24% Rings can have magical properties. |
steel ring 'Pyrefame'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% blight +6% fire Res.pen +20% blight Melee Ret 12 blight ----- def ----- Resists +30% fire Mind.save +10 (+3 eff.) Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Rings can have magical properties. |
Shineburst0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +9% acid Res.pen +10% light Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Rings can have magical properties. |
Vorodalle the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +2 Dex +2 Mag dps ---------- Dmg.mod +14% cold Acc +8 (+2 eff.) ----- def ----- Armour +4 Resists +28% cold Die.at -40.00 life Max.HP +50.00 Rings can have magical properties. |
gladiator's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +1 Cun +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 7 bleed Ranged+ 7 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 13 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Ragelach4.0 T2 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit: * 40% chance to cause random gloom While equipped: Stats +5 Con dps ---------- Dmg.mod +6% arcane +9% mind ----- def ----- Resists +5% arcane ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 138 life over 5 turns Puts all charms on 18 cooldown Longbows are used to shoot arrows at your foes. |
ranger's yew longbow of power4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +6 Dex dps ---------- Dmg.mod +20% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
hardened leather sling 'Berodil'4.0 T3 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +3 Dex ----- def ----- Resists +9% acid +12% fire +2% physical Mind.save +12 (+4 eff.) Max.HP +20.00 Cut- +20% Slings are used to hurl stones or metal shots at your foes. |
Belytha the quiver of yew arrows (16/16, 169% power, 10 apr)3.0 T3 arrow ammo [Random Unique] Master/Psionic Power 169% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Ranged+ +12 blight +35 physical On Hit.r1 +12 blight On Crit.r2 +8 blight On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Samysagas (15/15, 135% power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Disrupt Power 136% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 15 Ranged+ +8 gravity On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% * Slows global speed by 24% * 10% chance to crush the target * leeches stamina from the target Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Betadathra' (21/21, 143% power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Master Power 144% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +8 physical +15 bleed +24 cold +12 temporal On Hit.r1 +4 mind On Crit.r2 +12 cold On Hit: * Slows global speed by 40% * 40 arcane resource burn * 10% chance to stun, blind, pin, or confuse the target On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Arrows are used with bows to pierce your foes to death. |
Runintir the Sunquick (23/23, 176% power, 14 apr)3.0 T4 arrow ammo [Random Unique] Nature/Master Power 176% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +68 insidious poison +15 gravity +8 light On Hit.r1 +4 arcane +8 light On Hit: * 40% chance to blind * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows of annihilation (19/19, 167% power, 29 apr)3.0 T4 arrow ammo [Ego+] Master/Psionic Power 168% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +29 Crit +14.5% Capacity 19 Proj.spd +200% Ranged+ +41 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of dragonbone arrows of vileness (49/49, 164% power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane/Master Power 165% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 49 Ranged+ +15 blight On Hit: * 17% chance to disease While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Dazzleenvy the dwarven-steel shield (8 def, 2 armour, 100% power, 81 block)7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 129% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +81 On Hit.r1 +13 fire On Crit.r2 +4 light While equipped: dps ---------- Melee+ 7 fire Dmg.mod +6% mind Res.pen +5% mind Melee Ret 14 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +8% acid +9% fire +30% cold +3% mind +8% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
Lightsmash the dwarven-steel shield (8 def, 9 armour, 100% power, 141 block)7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 141% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +141 On Hit: * 13% chance to daze at end of turn While equipped: Stats +3 Con dps ---------- Melee+ 6 lightning Dmg.mod +9% fire Res.pen +25% light Melee Ret 13 lightning On Hit (Melee): * 30% chance to blind ----- def ----- Armour +9 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +19% lightning Phys.save +7 (+1 eff.) ---------- misc Talents +3 Block Handheld deflection devices. |
Glorayabrenne the Loamwend (10 def, 11 armour, 100% power, 229.5 block)7.0 T4 shield armor [Rare] Master When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +230 Phasing +52% Melee+ +8 arcane While equipped: dps ---------- S.pwr/crit +4 Phasing +20% Melee Ret 16 nature ----- def ----- Armour +11 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +14% Resists +5% arcane Spell.save +30 (+13 eff.) Blind- +25% Disease- +15% Silence- +35% ---------- misc Talents +4 Block Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 120% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+5 eff.) Rng.Def +14 (+5 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 43.01 to 53.76 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +16% mind +12% darkness Phys.save +11 (+2 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Kindleedge the hardened leather armour (7 def, 17 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Melee+ 7 fire Ranged+ 7 fire Dmg.mod +12% mind +3% fire Res.pen +15% fire Melee Ret 12 mind ----- def ----- Armour +17 Defense +7 (+3 eff.) Fatigue +8% Resists +16% fire +18% cold +21% physical A suit of armour made of leather. |
rough leather belt 'Chamakan'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Cun +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt 'Golle'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +4 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +9% cold +6% nature +12% darkness HP.reg +0.90 Heal.mod +14% A belt that goes around your waist. |
rough leather belt 'Harolegen'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% acid +3% temporal +3% mind +6% light Spell.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Morningbane'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +6% lightning +6% temporal ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt 'Shadejustice'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Crit.mult +9.00% Res.pen +10% darkness Acc +4 (+1 eff.) ----- def ----- Die.at -60.00 life HP.reg +0.70 Heal.mod +14% ---------- misc Max.stam +25.00 A belt that goes around your waist. |
cleansing hardened leather belt of life1.0 T3 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight HP.reg +0.60 Heal.mod +14% A belt that goes around your waist. |
Belyssra the Dayward (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.04 Max.hate +6.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvydin the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +15% mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% light +10% cold Pinning- +10% Knockbk- +5% ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendourbore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +12% nature Res.pen +15% nature ----- def ----- Defense +1 (+1 eff.) Resists +9% light ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthidechik (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane +6% cold Phys.save +6 (+1 eff.) Poison- +15% Stun/Frz- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcreeve the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +9% temporal +6% darkness +9% cold +12% fire Spell.save +10 (+5 eff.) Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Unriredunik' (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Spell.crit +4% ----- def ----- Defense +11 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +4% physical Heal.mod +10% ---------- misc Stam/turn +0.80 Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 168 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloudwalker the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +6% temporal +12% nature Mind.save +32 (+10 eff.) Confus- +20% ---------- misc Stam/turn +0.80 Max.stam +24.00 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 22 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +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. |
Willowriver the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Con dps ---------- Dmg.mod +9% arcane +7% physical Res.pen +10% nature ----- def ----- Armour +4 Fatigue +3% Resists +12% nature ---------- misc Mana/turn +0.16 Size +1 Heave: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xeremithra (14 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% blight Res.pen +8% physical Melee Ret 8 blight ----- def ----- Armour +4 Defense +14 (+5 eff.) Fatigue +3% Resists +7% lightning +7% temporal +6% cold Disease- +5% Knockbk- +10% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.4 Pwr.cost 27 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 33% chance to evade melee and ranged attacks and 27 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. |
restorative pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.20 Heal.mod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Starmarrow (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +3% light +3% fire Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +22% ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nirialdann (0 def, 8 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +8 Resists +12% acid +6% physical +6% lightning Phys.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -60.00 life Disarm- +38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of dexterity (+3) (0 def, 8 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +6% physical Acc +13 (+3 eff.) ----- def ----- Armour +8 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polywen the iron gauntlets (3 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% physical Acc +8 (+2 eff.) ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Shockwhisper (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +18% lightning ----- def ----- Armour +1 Resists +12% lightning HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +14.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Steady Shot: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range 13 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 30% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Aduletira the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Telepathy Dragon A cap made of leather. |
Blastpall (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +2 Wil dps ---------- Dmg.mod +12% mind +12% lightning ----- def ----- Armour +3 Fatigue +1% ---------- misc Psi/ret +0.12 Max.psi +20.00 Infravis +2 A cap made of leather. |
Duskwinnow (4 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness +25% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +1% Resists +6% darkness +3% all Phys.save +5 (+1 eff.) A cap made of leather. |
Skyblack the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +15% acid +7% cold ---------- misc Breathe water A cap made of leather. |
Velowe the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+2 eff.) ---------- misc Infravis +2 See.Invis +3 Telepathy Dragon Demon/Major Demon/Minor A cap made of leather. |
leafwalker's rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Spell.save +4 (+2 eff.) Max.HP +44.00 Heal.mod +10% A cap made of leather. |
Hohor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Str +7 Dex +3 Mag +10 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists -24% light HP.reg +1.70 ---------- misc Infravis +3 A cap made of leather. |
Mevor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +10 Cun ----- def ----- Armour +3 Fatigue -1% Resists +11% blight Mind.save +10 (+3 eff.) ---------- misc Light +3 Telepathy Demon/Minor Demon/Major A cap made of leather. |
Runybar the hardened leather cap (0 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.crit +8.0% Crit.mult +6.00% ----- def ----- Armour +13 Fatigue +3% Phys.save +21 (+5 eff.) Mind.save +10 (+3 eff.) Battle Cry: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Torchdream (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Melee Ret 8 fire ----- def ----- Armour +7 Fatigue +3% Resists +6% temporal +5% arcane +6% cold Cut- +20% A cap made of leather. |
hardened leather cap 'Ce'Nurialaith' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +11 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +3% Resists +16% darkness +9% cold ---------- misc Equi/ret +0.04 Psi/ret +0.04 Infravis +6 Breathe water A cap made of leather. |
Yarosagund (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +2% physical Phys.save +19 (+4 eff.) Stun/Frz- +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Amigas' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +1% Resists +6% cold ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 7.28 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Gira the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +4 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Armour +4 Fatigue +4% Phys.save +30 (+7 eff.) Max.HP +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runufast the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% mind ----- def ----- Armour +4 Fatigue +4% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.20 Telepathy Dragon Demon/Major Demon/Minor A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
836 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. |
Shadeprophet2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +3% nature +5% arcane Stun/Frz- +10% ---------- 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. |
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 (69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Festercutter the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Dmg.mod +24% nature Res.pen +10% nature +25% acid On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% nature ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lisekira (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +6 Cun +3 Con dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +9% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% blight ---------- misc Psi/ret +0.08 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Radiancesnake' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +6 Wil dps ---------- Dmg.mod +12% blight +24% light +6% arcane ----- def ----- Fatigue -8% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 65% of the healing done. This effect scales with your Magic stat.. Uses 68 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 259/400 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. |
Balylar the dwarven-steel torque of mindblast [power 225] (6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical Apr +8 ----- def ----- Armour +12 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% acid Die.at -80.00 life Max.HP +40.00 ---------- misc Talents +4 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 6 beam dealing 112.50 to 225.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Daimaleg [power 27] (18 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% darkness +3% temporal ---------- misc Talents +1 Invoke Tentacle +2 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +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 23 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 they 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. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By OgUnloc the Ogre Archer level 35
7th Allure 123rd year of Ascendancy at 21:07 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By OgUnloc the Ogre Archer level 35
6th Allure 123rd year of Ascendancy at 06:59 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By OgUnloc the Ogre Archer level 17
47th Dusk 122nd year of Ascendancy at 12:13 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By OgUnloc the Ogre Archer level 27
48th Haze 122nd year of Ascendancy at 14:14 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By OgUnloc the Ogre Archer level 17
32nd Dusk 122nd year of Ascendancy at 14:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By OgUnloc the Ogre Archer level 31
5th Decay 122nd year of Ascendancy at 00:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By OgUnloc the Ogre Archer level 23
32nd Haze 122nd year of Ascendancy at 04:12 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By OgUnloc the Ogre Archer level 30
76th Haze 122nd year of Ascendancy at 23:30 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OgUnloc the Ogre Archer level 24
35th Haze 122nd year of Ascendancy at 17:43 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By OgUnloc the Ogre Archer level 36
9th Regrowth 123rd year of Ascendancy at 10:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OgUnloc the Ogre Archer level 10
5th Flare 122nd year of Ascendancy at 09:07 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By OgUnloc the Ogre Archer level 20
17th Haze 122nd year of Ascendancy at 06:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By OgUnloc the Ogre Archer level 30
76th Haze 122nd year of Ascendancy at 16:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By OgUnloc the Ogre Archer level 17
4th Haze 122nd year of Ascendancy at 16:04 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By OgUnloc the Ogre Archer level 30
77th Haze 122nd year of Ascendancy at 06:59 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By OgUnloc the Ogre Archer level 12
5th Dusk 122nd year of Ascendancy at 08:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By OgUnloc the Ogre Archer level 10
6th Flare 122nd year of Ascendancy at 05:29 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By OgUnloc the Ogre Archer level 34
4th Allure 123rd year of Ascendancy at 11:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By OgUnloc the Ogre Archer level 7
79th Pyre 122nd year of Ascendancy at 05:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By OgUnloc the Ogre Archer level 23
32nd Haze 122nd year of Ascendancy at 07:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By OgUnloc the Ogre Archer level 14
9th Dusk 122nd year of Ascendancy at 05:40 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By OgUnloc the Ogre Archer level 34
5th Allure 123rd year of Ascendancy at 08:18 see stats
Log
--------------------------------
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Today is the 66th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Way to a strange portal here (press '' or right click to use).
--------------------------------
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Space around you starts to dissolve...
OgUnloc deactivates Concealment.
--------------------------------
Resting starts...
Talent Concealment is ready to use.
OgUnloc activates Concealment.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
OgUnloc deactivates Aim.
OgUnloc deactivates Concealment.
OgUnloc deactivates Trained Reactions.
OgUnloc deactivates Intuitive Shots.























































































































































