Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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!) ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 24 / 73% |
Size | medium |
Lifes / Deaths | Killed by Neryna the forest troll at level 7 on the 23rd Voratun 122nd year of Ascendancy at 01:16 1 / 5Killed by Velymira the thief at level 19 on the 19th Shortage 122nd year of Ascendancy at 03:49 Killed by Genne the sandworm at level 21 on the 2nd Iron 123rd year of Ascendancy at 12:52 Killed by Yvynn the cold drake hatchling at level 22 on the 15th Iron 123rd year of Ascendancy at 17:23 Killed by Voremina the polar bear at level 24 on the 31st Iron 123rd year of Ascendancy at 19:02 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 18 (base 10) |
Constitution | 24 (base 13) |
Magic | 72 (base 54) |
Willpower | 23 (base 10) |
Cunning | 62 (base 44) |
Resources
Life | 800/800 |
Mana | 303/303 |
Insanity | 100/100 |
Healing Factor | 1.1672674059366 |
Regeneration | 2.6263516633574 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -62.968710796561% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 41.154681673803 |
See Invisible | 50.154681673803 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 44 |
Crit Chance | 33% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +29% |
Darkness | +39% |
Cold | +21% |
Blight | +9% |
Acid | +8% |
Mind | +11% |
All | +5% |
Offense: Damage Penetration
Mind | +15% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 26 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 29%( 70%) |
Lightning | + 46%( 70%) |
Light | + 23%( 70%) |
Temporal | + 18%( 70%) |
Cold | + 42%( 70%) |
Mind | + 23%( 70%) |
Fire | + 18%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Pinning Resistance | 20% |
Poison Resistance | 0% |
Blind Resistance | 27% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 285 damage for 3 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | Increases defense by 8. Mobile Defense |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by armoured skeleton warrior. Escort: repented thief (level 2 of Daikara) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 | Cyrobrelaith the pair of hardened leather boots (0 def, 3 armour) Cyrobrelaith the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Armour +3 Resists +8% lightning +7% temporal ---------- misc Max.stam +30.00 Light +3 A pair of boots made of leather. |
Light source | Rimeborn Rimeborn2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +6% cold Mind.save +9 (+4 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 29/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.91 to 128.72 lightning damage (85.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Elylramina' steel ring 'Elylramina'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex +5 Wil +4 Cun dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +5% all Acc +6 (+2 eff.) ----- def ----- Crit.chn- 10.00% Heal.mod +5% Pinning- +20% Rings make your fingers look great! |
On fingers | gold ring 'Hailarc' =+2CON= gold ring 'Hailarc' =+2CON=0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +2 Wil +5 Cun +2 Con dps ---------- Melee+ 14 physical Ranged+ 10 physical Dmg.mod +6% cold Res.pen +10% cold On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Resists +18% cold ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 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 48%. Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 main hand | dragonbone bonestaff 'Zerablek' (30-36 power, 6 apr, darkness element) dragonbone bonestaff 'Zerablek' (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness +3% acid On Hit (Melee): * 20% chance to reduce armor by 38% * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +12% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +11% Mind.crit +8% Crit.mult +5.00% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | focusing woollen robe of lightning (+21%) (0 def, 0 armour) focusing woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Fuleldir (2 def, 0 armour) =+8CON= Fuleldir (2 def, 0 armour) =+8CON=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +8 Con dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+5 eff.) Max.HP +60.00 ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Haziladar' steel amulet 'Haziladar'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Mag ----- def ----- Fatigue -5% Resists +12% light +13% darkness Die.at -40.00 life HP.reg +2.00 Blind- +27% Amulets make your neck look great! |
Inventory
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
sneakthief's copper ring of warding sneakthief's copper ring of warding0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +12% acid +12% fire +12% lightning +13% cold Rings make your fingers look great! |
Ce'Nareth the steel ring Ce'Nareth the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +2 Con dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gladiator's steel ring =+5CON= gladiator's steel ring =+5CON=0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Black's kiss' steel ring 'Black's kiss'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Dmg.mod +12% arcane +6% darkness ----- def ----- Resists +6% blight +12% arcane +6% nature HP.reg +3.00 Poison- +13% Disease- +12% Stun/Frz- +20% Rings make your fingers look great! |
Ivuwyn the gold ring Ivuwyn the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+3 eff.) Melee+ 21 light Ranged+ 21 light Dmg.mod +10% light Acc +8 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% nature +3% temporal Disease- +10% Knockbk- +10% Rings make your fingers look great! |
Glareclamor the ash magestaff (15-18 power, 3 apr, darkness element) Glareclamor the ash magestaff (15-18 power, 3 apr, darkness element)1.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +3% light +21% darkness Res.pen +5% light ----- def ----- Resists +6% light ---------- misc Mana/turn +0.16 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, fire element) yew vilestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Gleamenvy' (32-49 power, 2 apr) dwarven-steel battleaxe 'Gleamenvy' (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +12% light Res.pen +7% physical Acc +19 (+6 eff.) Apr +14 Melee Ret 4 light ----- def ----- Resists +3% light ---------- misc Light +1 Massive two-handed battleaxes. |
voratun battleaxe 'Frigidoblivion' (72-108 power, 4 apr) voratun battleaxe 'Frigidoblivion' (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 mind While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Massive two-handed battleaxes. |
Saliyawyn (59-88 power, 3 apr) Saliyawyn (59-88 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Rare] Master Power 59.0 - 88.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +3% mind Acc +27 (+9 eff.) ----- def ----- Resists +3% physical Cut- +20% Confus- +20% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. |
iron dagger of paradox (10-14 power, 5 apr) iron dagger of paradox (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
elemental steel dagger of corruption (12-15 power, 6 apr) elemental steel dagger of corruption (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 On Hit: * Create an explosion dealing 99 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +7% lightning Sharp, short and deadly. |
hateful dwarven-steel dagger of paradox (19-25 power, 7 apr) hateful dwarven-steel dagger of paradox (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Psionic Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness +7 temporal Against +13% Living While equipped: ----- def ----- Resists +9% temporal Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
thorny mindstar of venom (10-10 power, 24 apr, mind damage) thorny mindstar of venom (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 acid Dmg.mod +9% acid Res.pen +7% acid ----- def ----- Resists +14% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shocking dwarven-steel steamsaw of acid resistance (+20%) (21-32 power, 0 apr) shocking dwarven-steel steamsaw of acid resistance (+20%) (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: dps ---------- Melee+ 10 lightning Melee Ret 9 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +20% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of lightning resistance (+15%) (21-32 power, 0 apr) truestriking dwarven-steel steamsaw of lightning resistance (+15%) (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% physical Acc +5 (+2 eff.) Apr +7 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Freezeobsidian the drakeskin leather sling Freezeobsidian the drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +12 cold While equipped: Stats +7 Cun dps ---------- Res.pen +8% physical ----- def ----- Resists +6% cold ---------- misc Equi/ret +0.32 Slings are used to hurl stones or metal shots at your foes. |
acidic quiver of yew arrows (19/19, 32-46 power, 10 apr) acidic quiver of yew arrows (19/19, 32-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Arrows are used with bows to pierce your foes to death. |
Marderomirim the cashmere robe (0 def, 0 armour) Marderomirim the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +10% nature ----- def ----- Resists +3% lightning +6% darkness +22% blight +3% cold +15% nature +11% all Max.HP +96.00 HP.reg +3.90 Heal.mod +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+8 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Skin of Many (12 def, 6 armour) =+4CON= Skin of Many (12 def, 6 armour) =+4CON=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
duelist's cured leather armour of the deep (9 def, 9 armour) duelist's cured leather armour of the deep (9 def, 9 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +9 Defense +9 (+5 eff.) Fatigue +7% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant iron mail armour of the deep (2 def, 5 armour) =BREATHE WATER= radiant iron mail armour of the deep (2 def, 5 armour) =BREATHE WATER=14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue +12% Resists +13% blight +6% cold +10% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
cleansing steel mail armour of clarity (2 def, 6 armour) cleansing steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +10% nature +6% mind Mind.save +11 (+5 eff.) A suit of armour made of mail. |
Urulelach (3 def, 8 armour) Urulelach (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +7% Phys.pwr +25 (+9 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +13 (+5 eff.) Dmg.mod +15% temporal Res.pen +10% physical Apr +2 ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% lightning +7% mind +13% light +15% darkness Mind.save +15 (+7 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour) dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
cleansing steel plate armour of resilience (0 def, 9 armour) cleansing steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +10% nature +12% blight Max.HP +25.00 A suit of armour made of metal plates. |
Thunderdream Thunderdream1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +6% lightning +9% acid A belt that goes around your waist. |
rough leather belt 'Hurydar' rough leather belt 'Hurydar'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +5 Cun +6 Lck dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% mind Stealth +6 ---------- misc T.Disarm +7 Psi/ret +0.04 Hate/m.crit +3.00 Infravis +4 A belt that goes around your waist. |
linen cloak 'Berastir' (1 def, 0 armour) linen cloak 'Berastir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag +1 Wil +5 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bleakraze' (1 def, 0 armour) linen cloak 'Bleakraze' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% darkness Melee Ret 4 mind 2 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duskobsidian (3 def, 13 armour) Duskobsidian (3 def, 13 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +25% physical ----- def ----- Armour +13 Defense +3 (+2 eff.) Resists +9% darkness +22% cold Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Cuthogathad the Lavashear (0 def, 3 armour) Cuthogathad the Lavashear (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +2 Wil +1 Cun dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of dwarven-steel boots (1 def, 4 armour) fleetfooted pair of dwarven-steel boots (1 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Nimbusreek' (0 def, 5 armour) pair of voratun boots 'Nimbusreek' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +5 Fatigue -3% Resists +6% light +21% lightning Crit.chn- 15.00% Phys.save +8 (+4 eff.) ---------- misc Max.enc +35 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betholena (0 def, 1 armour) Betholena (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +3 Mag +1 Con dps ---------- Dmg.mod +4% arcane Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% mind ---------- misc See.Invis +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sleetraven (0 def, 3 armour) Sleetraven (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 12 nature Dmg.mod +12% cold +8% nature +6% mind Melee Ret 4 lightning 10 cold ----- def ----- Armour +3 Fatigue +5% Resists +7% nature +15% lightning Mind.save +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
fearwoven linen wizard hat (1 def, 0 armour) fearwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness +5% physical ----- def ----- Defense +1 (+1 eff.) Resists +7% darkness +5% physical ---------- misc Max.hate +5.00 A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of the sentry (2 def, 0 armour) mindwoven cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.10 Infravis +4 See.Stealth +7 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 52% and attempts to push all creatures other than yourself out of its radius, inflicting 10.96 light damage and 14.54 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Ravenpiercer (0 def, 3 armour) Ravenpiercer (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% acid +18% darkness ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +9% cold +16% darkness ---------- misc Infravis +4 A cap made of leather. |
hardened leather cap of the depths (0 def, 3 armour) =BREATHE WATER= hardened leather cap of the depths (0 def, 3 armour) =BREATHE WATER=2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold ---------- misc Breathe water A cap made of leather. |
Groworacle the drakeskin leather cap (0 def, 5 armour) Groworacle the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Str +5 Wil dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% nature +12% cold Melee Ret 8 cold ----- def ----- Armour +5 Fatigue +5% Resists +18% nature +7% physical Phys.save +11 (+6 eff.) A cap made of leather. |
iron helm 'Pyrebile' (0 def, 3 armour) =+6CON= iron helm 'Pyrebile' (0 def, 3 armour) =+6CON=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +3 Mag +6 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +7% acid +6% fire +6% lightning +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Betyldann the brass lantern Betyldann the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +7 Wil +3 Cun dps ---------- Dmg.mod +6% mind ---------- misc Hate/m.crit +2.00 Light +3 Infravis +1 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. |
Bleakravage Bleakravage2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% mind Melee Ret 12 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% acid +6% fire +3% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Neziladir the brass lantern =+1CON= Neziladir the brass lantern =+1CON=2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +25.00% Dmg.mod +3% mind Melee Ret 11 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Kindletrial the iron pickaxe (dig speed 29 turns) Kindletrial the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str ----- def ----- Defense +15 (+8 eff.) Resists +9% fire +3% darkness +3% cold Die.at -80.00 life Stun/Frz- +20% Teleport- +10% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Baridan the Torchgash (dig speed 15 turns) Baridan the Torchgash (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +6% physical ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Korosathel the Lightninglady [power 206] (15 cooldown) Korosathel the Lightninglady [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Dmg.mod +9% lightning Res.pen +15% fire Melee Ret 8 lightning ---------- misc Hate/m.crit +4.00 Sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of healing [power 266] (15 cooldown) extending yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 452] (20 cooldown) overpowered yew totem of healing [power 452] (20 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating ash wand of shielding [power 182] (20 cooldown) innervating ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silodhekira [power 242] (20 cooldown) Silodhekira [power 242] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% mind Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 68. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Vanok the Drem Writhing One level 19
5th Shortage 122nd year of Ascendancy at 21:49 see stats
By Vanok the Drem Writhing One level 23
16th Iron 123rd year of Ascendancy at 00:15 see stats
By Vanok the Drem Writhing One level 10
16th Profit 122nd year of Ascendancy at 01:38 see stats
By Vanok the Drem Writhing One level 20
20th Shortage 122nd year of Ascendancy at 12:22 see stats
By Vanok the Drem Writhing One level 24
30th Iron 123rd year of Ascendancy at 12:44 see stats
By Vanok the Drem Writhing One level 16
15th Loss 122nd year of Ascendancy at 10:56 see stats
By Vanok the Drem Writhing One level 11
17th Profit 122nd year of Ascendancy at 17:41 see stats
By Vanok the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 01:57 see stats
By Vanok the Drem Writhing One level 9
26th Voratun 122nd year of Ascendancy at 13:34 see stats
By Vanok the Drem Writhing One level 18
29th Loss 122nd year of Ascendancy at 08:42 see stats
Log
Voremina the polar bear hits Vanok for 93 physical damage.
Melee retaliation hits Voremina the polar bear for 1 cold damage.
Vanok uses Infusion: Movement.
Vanok is moving at extreme speed!
Vanok slows down.
Voremina the polar bear's armor corrodes!
Melee retaliation hits Vanok for 8 arcane, 8 arcane (16 total damage).
Vanok hits Voremina the polar bear for (29 parried), 61 physical, 15 physical, (29 parried), 94 darkness, 15 physical (184 total damage).
Voremina the polar bear is no longer evading attacks.
Black Blood Bleeding from Vanok hits Voremina the polar bear for 36 darkness damage.
Voremina the polar bear's is vulnerable to attacks and effects!
Voremina the polar bear is covered in black blood!
Melee retaliation hits Vanok for 7 arcane damage.
Carrion worm mass's wormblight area effect hits Voremina the polar bear for 21 blight damage.
Vanok's defiled blood area effect hits Voremina the polar bear for (29 parried), 14 darkness, 15 physical (29 total damage).
Vanok hits Voremina the polar bear for 20 lightning damage.
Melee retaliation hits Vanok for 7 arcane, 7 arcane (15 total damage).
Vanok hits Voremina the polar bear for (29 parried), 58 physical, 18 physical, (29 parried), 140 darkness, 15 physical (231 total damage).
Voremina the polar bear uses Dual Strike.
Vanok starts to bleed.
Vanok resists the stunning strike!
Voremina the polar bear hits Vanok for 6 healing, 75 physical (75 total damage) [6 healing].
Melee retaliation hits Voremina the polar bear for 1 cold, 1 cold (2 total damage).
Vanok the level 24 drem writhing one was mutilated to death by Voremina the polar bear on level 1 of Bearscape.
Voremina the polar bear prepares for the next kill!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voremina the polar bear killed Vanok!