










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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.
Items Vault 1.5.0Donators/Buyers bonus! 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: Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This 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 Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.1.0Places 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. Showing Items Tier in Inventory 1.5.10This 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 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 34 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Lightbringer at level 34 on the 29th Haze 123rd year of Ascendancy at 23:51 / 1 |
Primary Stats
| Strength | 88 (base 60) |
| Dexterity | 15 (base 12) |
| Constitution | 30 (base 22) |
| Magic | 86 (base 60) |
| Willpower | 29 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -81/1205 |
| Positive | 51/109 |
| Stamina | 192/247 |
| Paradox | 300 |
| Healing Factor | 1.1500000000001 |
| Regeneration | 0.28750000000003 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 26 |
| Crit Chance | 25% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +44% |
| Lightning | +6% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 64.268591263751 (89.859154929577%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 48 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 18%( 70%) |
| All | -1%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 20%( 70%) |
| Lightning | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 52% |
| Stun Resistance | 62% |
| Blind Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 173 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 15% for 7 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -483 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 Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 404 HP on the iceblock remaining. Frozen |
| beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 32 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Second Life · Retribution |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by !!Xereth. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 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: 539. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of elder vampire blood. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | 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 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 power out of 20/32 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 | Balugaran1.0 T3 lite [Rare] Nature While equipped: Stats +3 Str +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Res.pen +25% physical ----- def ----- Resists +12% acid Die.at -80.00 life Max.HP +50.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +8 Str +4 Wil dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +5% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | storm hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T3 hands armor [Ego+] Nature/Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- Melee+ 5 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +7% lightning Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 130 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 32 power out of 5/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Str dps ---------- Melee+ 7 bleed Ranged+ 5 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Armour +10 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | psionicist's gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Melee+ 38 light Ranged+ 26 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 16% chance to blind ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
| Around neck | insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% cold +14% fire Amulets can have magical properties. |
| In main hand | Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon Reqs Wil 30 [Unique] Psionic Power 162% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 54 power out of 44/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. This item has been sent to the Item's Vault. |
| Around waist | reinforced hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +4 (+0 eff.) ----- def ----- Armour +10 Defense +7 (+0 eff.) Phys.save +13 (+4 eff.) A belt that goes around your waist. |
| In off hand | crackling stralite shield of patience (10 def, 2 armour, 100% power, 139 block)7.0 T4 shield armor [Ego++] Arcane When used to Attack: Power 167% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +139 Melee+ +12 lightning +13 temporal While equipped: Stats +4 Dex dps ---------- Melee Ret 10 temporal On Melee Ret: * 14% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+0 eff.) Rng.Def +10 (+10 eff.) Fatigue +14% Resists +13% lightning +14% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (342) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Glowobsidian (2 def, 0 armour) =bbb=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Wil +3 Con dps ---------- Dmg.mod +18% light Res.pen +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of the dragon (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Melee Ret 4 light ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +6% acid +6% physical +10% darkness +10% blight +7% cold +7% fire +5% lightning Disarm- +24% Stun/Frz- +22% Knockbk- +21% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
wild infusion of the duelist (resist 21%; 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 14 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 21% for 5 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 |
heroism infusion of the psychic (+10 for 7 turns, die at -543)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 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 10 for 7 turns. While Heroism is active, you will only die when reaching -543 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 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 |
acid wave rune of the warrior (171 acid damage; disarm 5 turns with power 68)0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 170.70 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 68 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 448 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 448 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
warrior's copper amulet of willpower (+2) =wil 2=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Glimmerfiend =bbb=0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Defense +9 (+0 eff.) Rng.Def +9 (+9 eff.) Resists +6% light +3% acid Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+6 eff.) Blind- +15% Disarm- +10% Amulets can have magical properties. |
Xuvea the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +6 Resists +10% lightning +1% physical +6% blight +9% cold Spell.save +30 (+10 eff.) Confus- +20% Stun/Frz- +26% Amulets can have magical properties. |
grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +24% Amulets can have magical properties. |
steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets can have magical properties. |
Mirror Shards =bbb=0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 322 strength, based on Magic) for 5 turns. Uses 22 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+7 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 193.97 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
archmage's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee+ 9 light 9 darkness Dmg.mod +5% acid +9% light +9% darkness +5% cold +4% lightning +5% fire On Melee Ret: * 7% chance to blind * 7% chance to inflict 15% damage reduction Amulets can have magical properties. |
Bariran the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Dmg.mod +11% acid +6% physical Acc +2 (+1 eff.) ----- def ----- Resists +22% acid +6% fire Teleport- +15% Rings can have magical properties. |
copper ring 'Silomina'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * Slows global speed by 15% * 10 arcane resource burn ----- def ----- Defense +6 (+0 eff.) Resists +12% blight +6% cold Rings can have magical properties. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
savior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
Eremablek the Starbloom =bbb=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% light +3% mind Res.pen +25% light Melee Ret 4 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Resists +9% light Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.83 cold and 9.83 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of arcana(+0.16/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Silence- +24% ---------- misc Mana/turn +0.16 Rings can have magical properties. |
marksman's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% lightning Acc +4 (+2 eff.) ----- def ----- Resists +20% lightning Rings can have magical properties. |
psionicist's steel ring of sensing =wil 3=0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings can have magical properties. |
steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 20 light Ranged+ 20 light On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 11% chance to blind Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
mule's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Fatigue -6% Resists +24% nature ---------- misc Max.enc +24 Rings can have magical properties. |
pixie's gold ring of corrosion (+22%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
stralite ring 'Duathelwhisper'0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning +6% darkness Melee Ret 12 darkness 20 temporal ----- def ----- Resists +32% lightning +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
gladiator's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+1 eff.) Rings can have magical properties. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
voratun greatsword of corruption (174% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed swords. |
Wretchkill the dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 125% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 111% Melee+ +12 cold On Crit.r2 +8 arcane While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature Acc +17 (+8 eff.) ----- def ----- Defense +8 (+0 eff.) Resists +6% nature +5% arcane Disarm- +32% Sharp, long, and deadly. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+0 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 45% Dex, 50% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Bolttrencher the reinforced leather sling4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit.r1 +2 lightning On Hit: 10% Shoot 1 On Hit: * 20% chance to daze at end of turn * 40% chance to disease While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +15% lightning Res.pen +5% lightning +20% physical Phasing +33% Acc +13 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Titanic (20 def, 18 armour, 100% power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+10 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
icy stralite shield of earthen fury (10 def, 11 armour, 100% power, 140.5 block)7.0 T4 shield armor [Ego+] Nature When used to Attack: Power 157% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 Melee+ +10 cold On Hit: * deal bonus physical damage equal to your armor While equipped: dps ---------- Melee+ 6 cold Melee Ret 15 ice ----- def ----- Armour +11 Hardiness +5% Defense +10 (+0 eff.) Rng.Def +10 (+10 eff.) Fatigue +14% Resists +17% physical ---------- misc Talents +4 Block Handheld deflection devices. |
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 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 20.17 to 25.22 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. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 14 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
enlightening hardened leather armour of the hero (3 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +5 Mag +8 Wil +9 Cun ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Mind.save +13 (+6 eff.) Max.HP +38.00 A suit of armour made of leather. |
Girdle of the Calm Waters =aaa=1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc 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. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 22 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Iviganne (1 def, 0 armour) =bbb=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +6 Dex +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) =wil 1=2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +2 Mag +2 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Zerithad (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +5 Con dps ---------- Acc +21 (+10 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Crit.dmg- 10.00% Max.HP +57.00 ---------- misc Max.stam +21.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radharedin the Blindqueller (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +9 Fatigue +3% Resists +9% blight ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
rough leather gloves of dispersion (0 def, 1 armour) =ccc=1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Melee+ 4 arcane ----- def ----- Armour +1 Resists +3% arcane Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of strength (+7) (0 def, 10 armour)1.0 T3 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +10 Hardiness +7% Resists +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 15 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 38.02 to 114.07 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
mindwoven linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Zerihad (0 def, 1 armour) =aaa=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +12% blight Res.pen +5% arcane Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) ---------- misc Max.mana +40.00 Max.vim +20.00 Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 269.0 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+0 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 17 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 10%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
hardened leather cap of knowledge (0 def, 3 armour) =wil 2=2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+4) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dawnbreeze the hardened leather cap (0 def, 3 armour) =bbb=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +3% light A cap made of leather. This item has been sent to the Item's Vault. |
catburglar's dwarven-steel helm of dexterity (+9) (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +9 Dex ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Unradur1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +1.0% Acc +4 (+2 eff.) Melee Ret 11 fire ----- def ----- Armour +6 Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Resists +8% fire Mind.save +8 (+4 eff.) Blind- +29% Confus- +16% ---------- misc Light +7 See.Stealth +26 See.Invis +22 Track: Puts all charms on 36 cooldown Level 3.3 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Shimmersage the dwarven-steel pickaxe (dig speed 31 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +15% nature Res.pen +10% lightning +25% nature ----- def ----- Fatigue -6% Resists +15% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
quiet steel torque of charged psionic shield [power 51] (12/18 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
warded steel torque of kinetic psionic shield [power 45] (12/18 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration [power 85] (12/9 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 109] (12/11 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 54 to 109 Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Filthlace the ash wand of trap destruction [power 40] (12/14 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Res.pen +20% nature ----- def ----- Fatigue -6% ---------- misc Infravis +3 See.Invis +6 Disarm traps (40 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled yew wand of conjuration [power 247] (12/9 cooldown)2.0 T3 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +7.00 Fire a bolt of a random element with (base) damage 124 to 247 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 373] (12/12 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 186 to 373 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By !!Xereth the Ogre Sun Paladin level 26
63rd Regrowth 123rd year of Ascendancy at 18:25 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By !!Xereth the Ogre Sun Paladin level 26
61st Regrowth 123rd year of Ascendancy at 19:36 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By !!Xereth the Ogre Sun Paladin level 32
76th Dusk 123rd year of Ascendancy at 11:44 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By !!Xereth the Ogre Sun Paladin level 23
54th Regrowth 123rd year of Ascendancy at 17:50 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By !!Xereth the Ogre Sun Paladin level 11
27th Dusk 122nd year of Ascendancy at 11:12 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By !!Xereth the Ogre Sun Paladin level 31
67th Dusk 123rd year of Ascendancy at 00:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By !!Xereth the Ogre Sun Paladin level 16
21st Haze 122nd year of Ascendancy at 09:06 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By !!Xereth the Ogre Sun Paladin level 19
70th Haze 122nd year of Ascendancy at 04:41 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By !!Xereth the Ogre Sun Paladin level 27
37th Pyre 123rd year of Ascendancy at 13:24 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By !!Xereth the Ogre Sun Paladin level 17
33rd Haze 122nd year of Ascendancy at 11:48 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By !!Xereth the Ogre Sun Paladin level 30
50th Dusk 123rd year of Ascendancy at 08:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By !!Xereth the Ogre Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 18:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By !!Xereth the Ogre Sun Paladin level 20
1st Decay 122nd year of Ascendancy at 17:22 see stats
Level 30 (Roguelike)
Got a character to level 30.By !!Xereth the Ogre Sun Paladin level 30
48th Dusk 123rd year of Ascendancy at 01:46 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By !!Xereth the Ogre Sun Paladin level 17
35th Haze 122nd year of Ascendancy at 07:01 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By !!Xereth the Ogre Sun Paladin level 27
38th Pyre 123rd year of Ascendancy at 14:14 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By !!Xereth the Ogre Sun Paladin level 32
69th Dusk 123rd year of Ascendancy at 20:27 see stats
The Arena (Roguelike)
Unlocked Arena mode.By !!Xereth the Ogre Sun Paladin level 8
3rd Summertide 122nd year of Ascendancy at 03:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By !!Xereth the Ogre Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 06:10 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By !!Xereth the Ogre Sun Paladin level 25
59th Regrowth 123rd year of Ascendancy at 05:27 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By !!Xereth the Ogre Sun Paladin level 17
35th Haze 122nd year of Ascendancy at 07:01 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By !!Xereth the Ogre Sun Paladin level 25
60th Regrowth 123rd year of Ascendancy at 14:37 see stats
Log
A shield forms around Vor, Grand Geomancer of the Pride.
!!Xereth resists the wave!
Shield of Light hits !!Xereth for 16 healing, 16 healing (0 total damage) [32 healing].
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits !!Xereth for 32 cold, 32 physical (65 total damage).
!!Xereth receives 37 healing.
!!Xereth receives 22 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride recovers sight.
Bleeding from !!Xereth hits Vor, Grand Geomancer of the Pride for (2 absorbed), 0 physical (0 total damage).
Lightbringer hits Vor, Grand Geomancer of the Pride for (124 absorbed), 0 light (0 total damage).
Vor, Grand Geomancer of the Pride casts Freeze.
Vor, Grand Geomancer of the Pride's spell attains critical power!
!!Xereth is encased in ice!
!!Xereth receives 16 healing from Shield of Light.
Vor, Grand Geomancer of the Pride hits !!Xereth for 408 cold damage.
!!Xereth hits Iceblock for 169 physical, 5 lightning, 77 light, 1 physical, 9 temporal, 47 light (305 total damage).
Shield of Light hits Iceblock for 101 light, 18 lightning, 19 temporal, 8 lightning, 127 light, 2 physical, 15 temporal, 76 light (362 total damage).
!!Xereth deactivates Second Life.
!!Xereth's Second Life has been deactivated!
!!Xereth has been healed by a blast of positive energy!
!!Xereth resists the wave!
Lightbringer resists the wave!
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits !!Xereth for (15 to ice), 23 cold, (16 to ice), 0 physical (23 total damage).
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Lightbringer for 45 cold, 36 physical (81 total damage).
The fabric of time around !!Xereth returns to normal.
Talent Suncloak is ready to use.
Talent Wave of Power is ready to use.
Talent Ogric Wrath is ready to use.
Vor, Grand Geomancer of the Pride casts Phase Door.
Saving game...

















































































































