











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Particle Cleanup 1.1.4 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.3.2 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 17.8.2 (1.7.4)Combines 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: Tinker Tinkering 1.7.2 (1.7.0)A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.0.12 (1.7.4)Official 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.
Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Class+Race Pack 1.1.2 (1.7.4)Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Select your Escorts 2.3.1 (1.7.0)Allows 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. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Showing Items Tier in Inventory 1.1.0 (1.7.2)This 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 Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Harbinger |
| Level / Exp | 37 / 11% |
| Size | big |
| Lifes / Deaths | Killed by Salerin the giant eel at level 24 on the 35th Regrowth 123rd year of Ascendancy at 07:42 4 / 3Killed by fiery orc wyrmic at level 30 on the 14th Pyre 123rd year of Ascendancy at 21:32 Killed by Massok the Dragonslayer at level 37 on the 2nd Dusk 123rd year of Ascendancy at 14:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 37) |
| Dexterity | 48 (base 14) |
| Constitution | 28 (base 13) |
| Magic | 24 (base 10) |
| Willpower | 121 (base 60) |
| Cunning | 116 (base 53) |
Resources
| Life | 1554/1554 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 210/210 |
| Healing Factor | 1.2121048608903 |
| Regeneration | 31.149439476025 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -44.496136448101% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 10 |
| See Stealth | 15 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 81 |
| Crit Chance | 68% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 81 |
| Crit Chance | 69% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +6% |
| Cold | +64% |
| All | 0% |
| Lightning | +42% |
| Light | +9% |
| Physical | +5% |
| Mind | +3% |
| Fire | +22% |
| Nature | +60% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +15% |
| Lightning | +32% |
| Darkness | +25% |
| Arcane | +30% |
| Cold | +55% |
| Nature | +60% |
Defense: Base
| Armour (hardiness) | 26.09165320304 (73.020616994919%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 46 |
| Mental Save | 62 |
Defense: Resistances
| Fire | + 52%( 73%) |
| Lightning | + 73%( 73%) |
| Darkness | + 26%( 70%) |
| Temporal | + 28%( 70%) |
| Cold | + 50%( 73%) |
| Physical | + 27%( 73%) |
| Mind | + 33%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 63% |
| Poison Resistance | 40% |
| Blind Resistance | 100% |
| Disarm Resistance | 80% |
| Bleed Resistance | 40% |
| Teleport Resistance | 100% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 601 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Supercell | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 16. 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
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 |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
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 repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 163. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one 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 vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * '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.' Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of dwarven-steel boots 'Relgumaldir' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mov.spd +10% Res.pen +15% mind ----- def ----- Armour +4 Fatigue -4% Resists +9% mind +9% temporal Phys.save +6 (+3 eff.) Mind.save +3 (+0 eff.) Max.HP +40.00 Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +0.50 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Vilescar'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +12% cold Res.pen +25% darkness +25% cold On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +6% darkness +9% cold Max.HP +59.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) 2.0 T3 head armor [Unique] Nature While equipped: Stats +12 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +21 (+5 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 Disarm- +80% ---------- misc Light +1 Talents +3 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Metallic Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 182.32 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Boratir the ash totem of healing [power 182] (15/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Dex +5 Con dps ---------- Dmg.mod +3% acid Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 15% ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Chillsage'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% cold Res.pen +20% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +12% cold HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Rhadumnir the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +7 Cun dps ---------- Dmg.mod +16% fire Acc +10 (+2 eff.) ----- def ----- Resists +32% fire Crit.chn- 5.00% Mind.save +9 (+2 eff.) Confus- +43% ---------- misc Light +1 Infravis +1 See.Invis +6 Rings make your fingers look great! |
| Around neck | Uliyadig the Nimbussun0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck dps ---------- Res.pen +25% lightning +5% cold +20% nature Acc +7 (+2 eff.) Melee Ret 4 lightning 4 cold ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
| In main hand | thorny mindstar of storms (8-8 power, 35 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +35 Crit +15.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +3 Mag +1 Wil +3 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +4% lightning Res.pen +7% lightning ----- def ----- Resists +6% lightning ---------- 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. |
| Around waist | Radiancereaper 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +12 Cun +7 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% nature +3% mind +9% light ----- def ----- Fatigue -12% Stealth +10 ---------- misc T.Disarm +20 Max.enc +30 Light +2 Infravis +4 A belt that goes around your waist. |
| In off hand | Daimarozor the Freezerip (14-15 power, 44 apr, nature damage) 3.0 T4 mindstar 1H weapon [Rare] Nature Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +16.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +17 (+5 eff.) Dmg.mod +6% arcane Res.pen +10% arcane Melee Ret 6 arcane 8 cold ----- def ----- Resists +6% lightning Crit.chn- 10.00% Phys.save +12 (+5 eff.) HP.reg +4.00 ---------- 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. |
| Cloak | Wintertrencher (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +5 Wil +2 Cun dps ---------- Res.pen +25% cold Acc +27 (+7 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Defense +2 (+0 eff.) Fatigue -7% Resists +6% mind +30% lightning Crit.chn- 15.00% Max.HP +74.00 Stun/Frz- +50% ---------- misc Max.stam +24.00 Light +3 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe (0 def, 0 armour) 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +5% physical +17% cold ----- def ----- Resists +6% lightning +8% cold +13% all HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 126% / cooldown 51%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 141% / cooldown 94%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 94%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the titan (die at -276; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -276 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 276 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 762%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 762% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 634%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 634% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 485%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 485% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 532; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 683; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
steel amulet 'Singestun'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +10 Wil dps ---------- Crit.mult +15.00% Dmg.mod +12% blight +6% fire ----- def ----- Resists +3% mind Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +20% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+1 eff.) Confus- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
Flamevortex the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% cold +20% fire ----- def ----- Mind.save +6 (+1 eff.) Confus- +28% Rings make your fingers look great! |
gold ring 'Delagachak'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +16% cold On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +18% blight +32% cold +5% arcane +12% acid Crit.chn- 15.00% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
gold ring 'Mardesus'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Spell.crit +8% Dmg.mod +12% arcane +12% blight Phasing +20% Acc +12 (+3 eff.) Apr +13 ----- def ----- Defense +12 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc See.Invis +15 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
savior's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Phys.save +13 (+5 eff.) Spell.save +11 (+3 eff.) Mind.save +6 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 251.86 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar 'Gilychik' (8-9 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +4 Mag +4 Wil +5 Con dps ---------- Mind.crit +6% Mind.pwr +4 (+1 eff.) ----- def ----- Spell.save +4 (+1 eff.) Mind.save +6 (+1 eff.) ---------- 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. |
vined mindstar 'Skyslicer' (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +8 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% lightning +9% temporal ----- def ----- Resists +7% lightning +7% fire +5% cold Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
wrathful vined mindstar (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 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. |
inquisitor's thorny mindstar of resolve (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 8.0 - 8.8 Nature 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% On Crit: * Deals 116 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +5 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +4 (+1 eff.) ---------- 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. |
nature's thorny mindstar of life (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Nature 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 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight Max.HP +10.00 HP.reg +0.70 Disease- +12% ---------- 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. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +15% blight +13% all Max.HP +55.00 HP.reg +3.00 Heal.mod +14% Poison- +28% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Corpsepeal =20% -spd 20% -def=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +6% light On Hit (Melee): * 20% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
Festerspitter1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +3% nature Max.HP +35.00 A belt that goes around your waist. |
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. |
rough leather belt 'Pyredash'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Mind.pwr +3 (+1 eff.) Res.pen +5% cold Acc +10 (+2 eff.) ----- def ----- Resists +1% physical +9% fire Phys.save +5 (+2 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Bymas the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phasing +20% Acc +10 (+2 eff.) ----- def ----- Armour +8 Resists +8% acid +4% physical +7% fire +8% cold +7% lightning Die.at -20.00 life A belt that goes around your waist. |
Corpsetrencher the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% nature +10% physical Apr +2 ----- def ----- Defense +30 (+7 eff.) Resists +16% fire +9% cold A belt that goes around your waist. |
Mucusfoe (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% nature ----- def ----- Defense +11 (+3 eff.) Resists +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Murkmonster' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 10 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% * 10% chance to reduce all saves and defense by 40 ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% lightning +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 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 from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Glylemira the Spiderpassion (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Wil +5 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue -2% Crit.chn- 10.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulintir the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +4 Wil +8 Con dps ---------- Phys.crit +6.0% Mind.pwr +3 (+1 eff.) Res.pen +7% physical Acc +30 (+7 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +3% ---------- misc Max.stam +30.00 Metallic Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Arcsmasher' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +4 Fatigue -3% Resists +6% blight +6% cold +9% light +6% lightning Phys.save +8 (+3 eff.) Max.HP +40.00 ---------- misc Max.enc +20 Light +3 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isussra (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 2 acid 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 40 ----- def ----- Armour +1 Resists +6% mind HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 240.79 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +7 (+2 eff.) Apr +7 On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +21 (+7 eff.) Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% On Hit: * 15% chance to reduce armor by 15% * 14% chance to slow global speed by 68% * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Unlightmire the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% darkness Phys.save +10 (+4 eff.) ---------- misc Psi/ret +0.04 Max.hate +2.00 Cooldown Double Strike -1 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +16.0% Atk.spd 83% On Hit: 10% Set Up 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Coalsever' (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Psionic While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% darkness Acc +7 (+2 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +7 (+1 eff.) HP.reg +3.00 Disarm- +25% ---------- misc Stam/turn +0.70 Max.stam +12.00 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 On Hit: 10% Perfect Control 3 On Hit: * 16 arcane resource burn Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness Spell.save +8 (+2 eff.) ---------- misc Infravis +2 Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +7 darkness On Crit: 10% Dominate 3 On Hit: * 15 arcane resource burn Metallic Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Dex +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +5% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +31.0% Atk.spd 83% On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Metallic Gauntlets. But with steam power! |
linen wizard hat 'Bloomlash' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 68% * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
thaloren hardened leather hat of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +6 Dex +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+1 eff.) Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 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 174.7 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Arctouch the rough leather cap (0 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +12% cold Spell.save +3 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Emeleganor' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Mind.crit +1% Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +30.00 A cap made of leather. |
rough leather cap 'Helltide' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% fire Res.pen +5% fire Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% fire ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 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 174.7 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Shocktorrent (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +5 Fatigue +3% Crit.chn- 10.00% ---------- misc Light +1 Infravis +5 A cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Gorebreak the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Oakkin the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 2 mind 8 nature ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% mind Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Armuhor the Healspitter (20 def, 20 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Str +5 Dex +4 Cun +6 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% nature +6% physical ----- def ----- Armour +20 Defense +20 (+5 eff.) Fatigue +4% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Issevon' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +4 On Hit (Melee): * 10% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +4 Fatigue +4% Resists +20% light Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Focus =T2 fodder=0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
181 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Betussra the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Mag dps ---------- Mind.crit +1% ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.08 Light +6 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Metallic Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
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. |
Guriakira the iron pickaxe (dig speed 19 turns) =-20% stun=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +3% ----- def ----- Defense +20 (+5 eff.) Max.HP +42.00 Silence- +10% Stun/Frz- +10% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 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 (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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 473.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Glaciertooth the iron torque of mindblast [power 105] (15/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% ----- def ----- Defense +5 (+1 eff.) Resists +9% cold Die.at -60.00 life Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Dimqueller [power 245] (15/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- S.pwr/crit +8 Dmg.mod +9% arcane Res.pen +20% mind On Hit (Melee): * 20% chance to reduce damage dealt by 32% ---------- misc Max.vim +20.00 Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 3] (15/25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of healing [power 260] (15/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Eishraneb the Krog Harbinger level 29
62nd Regrowth 123rd year of Ascendancy at 12:45 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Eishraneb the Krog Harbinger level 29
60th Regrowth 123rd year of Ascendancy at 23:30 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Eishraneb the Krog Harbinger level 32
54th Pyre 123rd year of Ascendancy at 02:41 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Eishraneb the Krog Harbinger level 15
43rd Haze 122nd year of Ascendancy at 06:06 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Eishraneb the Krog Harbinger level 30
14th Pyre 123rd year of Ascendancy at 22:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Eishraneb the Krog Harbinger level 19
5th Decay 122nd year of Ascendancy at 02:06 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eishraneb the Krog Harbinger level 25
52nd Regrowth 123rd year of Ascendancy at 02:38 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Eishraneb the Krog Harbinger level 29
12nd Pyre 123rd year of Ascendancy at 17:42 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eishraneb the Krog Harbinger level 24
36th Regrowth 123rd year of Ascendancy at 17:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eishraneb the Krog Harbinger level 10
15th Haze 122nd year of Ascendancy at 19:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Eishraneb the Krog Harbinger level 20
6th Decay 122nd year of Ascendancy at 16:34 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Eishraneb the Krog Harbinger level 30
13rd Pyre 123rd year of Ascendancy at 02:09 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Eishraneb the Krog Harbinger level 20
4th Allure 123rd year of Ascendancy at 00:47 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Eishraneb the Krog Harbinger level 35
2nd Flare 123rd year of Ascendancy at 14:13 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Eishraneb the Krog Harbinger level 31
51st Pyre 123rd year of Ascendancy at 02:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eishraneb the Krog Harbinger level 8
11st Haze 122nd year of Ascendancy at 04:23 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Eishraneb the Krog Harbinger level 34
2nd Mirth 123rd year of Ascendancy at 06:48 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Eishraneb the Krog Harbinger level 25
43rd Regrowth 123rd year of Ascendancy at 00:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Eishraneb the Krog Harbinger level 19
5th Decay 122nd year of Ascendancy at 18:08 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Eishraneb the Krog Harbinger level 28
60th Regrowth 123rd year of Ascendancy at 18:29 see stats
Log
Eishraneb is covered in acid!
Massok the Dragonslayer hits Eishraneb for 1028 physical damage.
Melee retaliation hits Massok the Dragonslayer for 4 lightning, 6 arcane, 10 cold (21 total damage).
Eishraneb's mind surges with critical power!
Eishraneb attunes to the damage.
Eishraneb's armour is more intact.
Eishraneb's mind surges with critical power!
Talent Drakeblood Strike is ready to use.
Deep Wound from Massok the Dragonslayer hits Eishraneb for 69 physical damage.
Acid Splash from Massok the Dragonslayer hits Eishraneb for (6 antimagic), 0 acid (0 total damage).
Eishraneb hits Massok the Dragonslayer for 21 fire, 21 fire, 43 physical (87 total damage).
Eishraneb activates his Boratir the ash totem of healing!
Eishraneb's mind surges with critical power!
Eishraneb's deep wound closes.
Eishraneb hits Massok the Dragonslayer for 21 fire, 128 lightning (150 total damage).
Eishraneb receives 129 healing.
Massok the Dragonslayer rushes out!
Massok the Dragonslayer performs a melee critical strike against Eishraneb!
Massok the Dragonslayer roars triumphantly.
The shattering blow creates a shockwave!
Massok the Dragonslayer hits Eishraneb for 764 physical damage.
Melee retaliation hits Massok the Dragonslayer for 3 lightning, 5 arcane, 9 cold (18 total damage).
Eishraneb the level 37 krog harbinger was mauled to death by Massok the Dragonslayer on level 4 of Daikara.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Massok the Dragonslayer killed Eishraneb!
Saving game...
Saving done.















































































































